EDGE is available with source code, it's very easy to add and remove a module if you don't want to perform any culling.What is the real catch though?
I mean everyone seems to agree that it should be relatively trivial, and c/c++ shaders aren't new nor "unportable". Why don't Sony provide a library or sample implementation for SPU vertex shading? After all a couple of SPUs are better than five of them, costwise.
I'd think it's much beneficial than pixel visibility culling under MSAA.
Different games require different optimization strategies..