How about lets end the crack smoking of that xbox post,
As per the 360 vs PS3 KillZone2 tech and EDRAM vs PS3+SPU, implementing the post processing combination of motion blur, depth of field, bloom, and tone mapping (contrast, desaturate, etc), will take a good chunk of processing time. Could be upwards of 15% to 30% of the rendering frame.
Seems that KZ2 is doing this image processing work on the SPUs which means an extra 15% to 30% more GPU time for geometry and lighting. Seems like a rather nice benefit to me.
Had KZ2 been on a 360, those processing passes would not benefit from EDRAM performance. Any type of image space or post processing work would be texture fetch bound anyway. EDRAM (or any type of separated framebuffer memory) has a disadvantage in post processing work where you are feeding back the previous computations for the next processing step, because that EDRAM has to be resolved back to memory which can be texture fetched from for the next step. So even if you take EDRAM to be free bandwidth wise, you end up taking the same bandwidth to main memory as you would without EDRAM because of the resolve. Also the resolve is going to be bound 100% on the bandwidth of your other memory (NOT going to be doing any other GPU work during the resolve).
Likely KZ2 also takes advantage from a PS3 tech perspective of not being crippled by an EDRAM in how it does shadows. From what I've read from the older KZ2 rendering presentation, KZ2 has one large shadow buffer which it reuses for each shadow pass. The advantage of this reuse is high quality shadows with low memory usage. Effectively you render the shadow then use it to light in the G-Buffer, then render the next shadow, then light the G-Buffer, and so on.
Being a deferred renderrer, KZ2 has a huge G-Buffer which would in no way fit in EDRAM on the 360 without tiling. So KZ2 on 360 would have needed a large number of tiles. Tiling and shared shadow mapping simply doesn't work. The problem is that each tile needs access to the entire shadow map, not just a tile of the shadow map. So you either render all the shadows into separate buffers as a pre-pass (and loose the memory advantage of a shared shadow buffer), or re-render each shadow map for each tile in EDRAM (which places even more memory pressure on the EDRAM, so more tiling, and 4x or more times drawing the shadow maps, and lots of resolves).
As per KZ2's post processing, with only 8-bit precision and 2x LDR range, the bloom/DR effects are very impressive. Many other titles which have proper linear space lighting still have horrid and ugly bloom. IMO I'd toss the correct math for something which looks better in practice, which is exactly what KZ2 did.
If there is any conclusion to this, KZ2 is taking advantage of being a PS3 only title, and it shows in the choices made in the rendering tech...