xbdestroya said:
Software rendering. Ray-casting based; possibly raytracing as well.
But what I want to know is: what happened?
Advantage seen in traditional rasterizer/hardware?
It's probably related to Cell not meeting initial performance expectations. Sony was talking about 1000 times PS2 performance first, 200-300x a year later, and ended up with ~35-40x.
If they've ended up with something as fast as they originally wanted, then two Cell CPUs could have been able to do some very interesting stuff. Raytracing or REYES, hardware accelerated, on a machine that sports some real 1-2 TFLOPS performance, would've been a good contender against the more traditional Xbox360.
Also, beyond the probablility of failing their goals, they've most likely also realized, that such a radically different architecture would've got them into a real disadvantage in terms of games. Developers would require lots of learning to get into this new rendering architecture, they'd probably need to rebuild their content creation pipeline, and so on... all this would take too much time and money for most studios, and they'd probably chose to develop for the Xbox instead.
Others already discussed here that all contenders are probably going to end up pretty close to each other in hardware with a PowerPC-based architecture and a SM3.0+ graphics system. Easier to develop for, easier to hire experienced people, easier to write multiplatform games... Developers probably also pushed Sony to this.