I was thinking Xenos was better than RSX is about three ways:
- Flexibility (as you mentioned)
- Vertex ops
- Efficiency
I'd say they were more or less the same thing. Flexibility in the context of my post was referring to the flexibility of being able to allocate all your shader resources to either pixel of vertex shaders as needed. That also covers the advantage of vertex ops and the additional overall efficiency of the shader array. I'd say Xenos's other two advantages over RSX were features - it was definitely more forward looking, and the edram, although that obviously came with it's own headaches.
Crytek said, when used properly, they are comparable (except the vertex handicap). Cell had to used by ND to overcome that by a large margin. It was used by 1st party to make RSX a lot more efficient than ordinarily.
It would be interesting if that extra CU, rumored to be in Orbis, can be used in such a flexible manner.
My understanding is that a lot of what Cell was used for was to make up for the relative lack of vertex shader performance in RSX. I can't see Orbis having that requirement given that it's shaders are already unified and offer way more peak performance than Durango from the sounds of it.
I'd expect the extra CU to be used for more interesting things like physics.