Technically Windows uses many of the same APIs as the Xbox does(And in some ways always has, Xbox is named so after the DirectX set of APIs it is built to use), and with modern processors themselves, especially multi-core & multi-threaded, the impact of idle processes and the like on using up compute resources is negligible, especially given consoles technically dedicate ~15% of their CPU power just to system resources, the difference in performance in consoles nowadays mostly just comes down to memory use, as those idle processes still have a meaningful impact there regardless of how little CPU time they take, and PCs have much less control over memory access, and far less predictability. You can see this on the GPU side by comparing a XboxOneX to an RX580, both are very similar pieces of silicon (~6Tflop ~40CU ~Polaris GPU) and both deliver very similar performance, however on PC you'd need 16GB total memory (SRAM+8GB VRAM), possibly 24GB in some titles at least to get near the consoles capabilities due to system overhead. There's no direct comparison to the 8-core jaguars, but the 8-core bulldozers, particularly at lower clocks, aren't a world apart from them, while still holding up well in many modern multi-threaded titles.
This is quite fortunate though, because recently memory has been the most expensive part of these systems, and the cost of memory at the moment is a big part of the reason they can come in cheaper with similar performance even though they now use essentially PC silicon & software. Obviously, this is mainly due to the fact that console APUs can use a single shared bank of GDDR memory, which anything with a socket for either the processor or memory couldn't use, as GDDR requires a direct soldered connection to maintain its intrinsic bandwidth advantages.