Yeah, but then again there's not so much else left you can do so it's really not suitable for all kinds of games (on 360) due to the limited resources. The vector units might not be bad, but there's other things that have a major influence here (like bandwidth and communication overhead)...
And this is something i don't believe anymore. It might have been true for high level stuff like treatment of textures or shaders etc. But when it comes to the specifics of CELL/PS3 there's almost nothing left that can be used on 360 (imo) because it's a totally different architecture.
Maybe they are talking about "real" multithreading.
What the 360 VMX does is more like hyperthreading because it (is rumored to) lack(s) the HW execution units to execute the commands in parallel (think Crytek mentioned that some time ago in an interview as a difference between CELL/Xenon)...
I think it's the overall presentation that counts here most, not just resolution + fps + textures.
It's one perfect combination of everything and that's something most other games are lacking.
IMO that whole conversion is just about somebody trying to play down a game that is not out on his preferred console, so it's useless to discuss about this.
I think most agree (incl. reviewers) that MGS4 is just one excellent game, for some even GOTY 2008.
MGS4 comes with just one audio track and just about everything is realtime with almost no recorded video and still already consumes ~30GB (and even installs parts on the HD).
The PS3 2xBR is (avg) about as fast as the 360 drive (for dual-layer DVDs which should be 90% of all 360 games)...
There is actually exactly ONE cutscene (a very big and long one) which is rendered in-engine (no CGI) but recorded afterwards (probably due to its length and size).
There are absolutely no CGI cutscenes and of course those videos showing "real actors" are not in-engine ;)
Doesn't matter. Everyone who's played the game (and got an eye for it) knows there are several scenes where the framerate reaches ~60fps - while not looking into the bright sky.
Even if it's lower there's also the CPU that can consume a large amount of bandwidth out of that 20GB/s on 360, where on PS3 there is zero sharing on one pool (+ bandwidth of the additional pool).
So the bandwidth argument cannot be neglected here.