That's because you completely misunderstand the purpose of the EDRAM and seem to be ignoring the 256GB of bandwidth reading and writing to it.
Even if you wrote to it 6 times you'd still have ~40GB of rending bandwidth left over. That's ~ 60MB for frame buffer compared to KZ2's 40MB.
And, you forget that in the 360 the final frame is stored in main RAM, not the EDRAM. The EDRAM is used only to quickly build the final frame in tiles. This blows everything you just said out of the water because the EDRAM is not the 360's frame buffer.
The 360 uses main memory for that, just like the PS3. The only benefit to getting / compressing the entire frame buffer into the EDRAM is a massive improvement to available rendering bandwidth to do things like approximating global illumination or to make multiple lighting passes.
Halo 3 is a perfect example, where the resolution of the game was modified to allow both low and high dynamic range lighting to be applied to a scene, giving the game a contrast in lighting (range) that we haven't seen even in the PC space. Not that it can't be done on the PC, just that it hasn't thus far.
More ignorance. KZ2 lighting is impressive? lol
Here's a clue, it all 2D lighting. Everything is a 2D alpha blended light. Those 100-200 lights are just 2D.
It's just post processing 2D semi transparent "lights" on the screen. Mind you it's per pixel and they are using ray casting in order to accurately produce shadows from those 2D lights. So the result looks good.
One major criticism, it's going a round about way to accomplish something that existing engines already do in established ways. Doing this on PS3 is just a really great way to take advantage of CELL to make up for what would otherwise be a lopsided design.
For example, all other modern games don't need so many lights because they use big dynamic lights to light and shadow the entire scene, so they use a handful of lights to get the same results.
Modern games have been doing this for a long time. A good example would be Riddick on the original Xbox. It was the first console game to use 1 major and a few minor lights to light and shadow the entire scene with volumetric shadows over normal mapped textures. This is why that game looks so awesome and was before it's time.
KZ2 uses normal mapping as well, but instead of using a small number of big lights it uses 100-200 small 2D lights and composites them in post processing to effectively deliver the same result. Throw in some lens flare! and Wala!!! lol
http://forum.teamxbox.com/showthread...=608061&page=5
If it was just as easy to do with a (I assume forward renderer) using a traditional method, would that have saved GG time and money? Or does a deferred renderer play to the strengths of PS3 better?