It's not a case of 'harping on' if you're asking for understand of why games differ. That's one of the principles to anyone wanting to discuss games/realtime graphics technology. How was this effect achieved? How does it vary with that other developer? What are the trade offs, the advantages, the difficulties faced? If an exclusive titles manages a tech, their RnD effort may be applicable to other titles, such as GOW spearheading MLAA on PS3 and that becoming a part of the PS3's libraries for devs to use. So if ND implemented SSAO into 1ms, it'd be nice to know how, and how that compares with Gearbox's efforts, and whether Gearbox could have integrated the tech themselves.
I can certainly agree with this.
On the one hand we don't want 'lazy devs' being thrown around every time a game lacks a feature or two. But on the other, there are different qualities of games, and some don't reach the same standards as others (eg. Ghostbusters), for which fair criticism and evaluation are part of the console tech discussion. Cross-platform developers can't get carte-blanche any more than they should be tarred with the 'lazy dev' brush. What we need is understanding of the underlying tech. We rarely get that, of course, leaving us guessing and having to draw dodgy comparisons with what we see, but at least when we have actual numbers, that's some use. Gearbox taking 3ms to render SSAO on XB360 where ND (and the devs don't matter; only the results) can achieve an SSAO implementation in 1ms suggests there's room for improvement.
That was my concern with this discussion to begin with. It seemed like some people were falling back on the lazy dev argument when that's rarely, if ever, applicable.