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There's a lot of incorrect speculations in this thread.
Concerning the RAM, there's some important factors to remember.
First of all, Arcade machine can't rely on visible long loadings, that's why the modern system, using optical based storage, have a lot of data, if not all, loaded into the main system RAM.
Secondly, as V3 pointed out, Lindbergh is nothing but a PC and as such all teh graphical data needed for the rendered scene has to be loaded into the video RAM (256MB in this case).
In fact and as a matter of concrete example, Naomi was the Arcade version of the Dreamcast, it had twice the main system RAM and twice teh video RAM the DC had.
Yet, the DC received perfect port of Arcade games. For the former reason I previously pointed. And given that Sega's AMs rarely, if ever, compress the textures they use on their Arcade games, the DC's lack of video RAM compared to Naomi was made a non issue by compressing the said textures (using SimonF's favorite: VTC) on the DC.
Also, second example, Chihiro, that is the Arcade version of the Xbox, do also boast more RAM than the Xbox, it said that the Outrun 2 board has 512MB of RAM, that's 8 time what the Xbox has, yet Outrun 2 on Xbox is Arcade perfect. The visible differnce being the loading times of the Xbox version.
Now, both Lindbergh and the PS3 shares the same amount of video RAM: 256MB. Add to that that the PS3 architecture can allow to use XDR for video related things if really needed (which is not in this case).
Concerning the CPU, simply put there's no way VF5 is CPU bound on Lindbergh, the game is still a two player fighter. The only way for the game to be CPU bound is if it's being used for graphical work, in which case Cell should do a better at it than a P3.
Therefore, in conclusion, I see no technical reasons, as far as the hardware is concerned, for anything else but a perfect port of VF5 on PS3. Actually, the PS3 version could be upgraded given that RSX has a lot more Shader processing capabilities than the 6800 found in Lindbergh, and at the minimum they could turn AA on on the PS3 version.
Now, of course, I precised "as far as the hardware is concerned", because there's still the possibilty that the coding part of the thing is not able to deliver an Arcade perfect version due to the possibility that the team doesn't have enough development time to master the PS3 programming environment. (Note that I don't cite the obligatory "
Or maybe the devs just suck" because I refuse to think that the AM2 wouldn't be good enough, the guys are still up here, if something goes wrong it would be only because they did lack of time, and also because I'm still an AM2 fan
).