Shifty Geezer said:But as PS3 is already squeezing the available BW with just HDR+AA, is it fair to say it'll likely be at a disadvantage when it comes to masses of particles, and hence those sorts of effects will likely take a backseat?
Could that be a Area were Cell would help lots?
Render the Scene without Particles and transparent Polgons, take the ZBuffer and then let Cell produce an Image of the particles only, finally blending it together on RSX. Aslong you can find a solution which can compute Particles per Tile, it should be a nice fit for SPE`s with their local store.