Where things are more of an issue is in the level of screen-tear, and it's here that rolling out statistics such as percentage of torn frames doesn't really work. It seems to be the case that DICE has invoked some kind of soft v-sync on PS3. Every other frame is torn, but the tear is mostly in the first few lines of the framebuffer up at the top of the screen, virtually unnoticeable.
Bad Company 2 isn't the first game to do this (WipEout HD, Uncharted: Drake's Fortune, and a bunch of Unreal Engine games including DICE's own Mirror's Edge do the same), and it's not going to be the last. Our solution? Disregard the first five lines from the scan. By doing this, we get a result that seems more in line with the gameplay experience: Xbox 360 comes in at nine per cent torn frames, PS3 closer to 16 per cent. In short, while performance is equivalent most of the time, when the engine is really under stress, it's the PS3 version that has more noticeable screen-tear.