After lots of careful consideration, at the end of the day aggregate bandwidths of any form are a totally useless metric - they mean absolutely nothing.
eg. I've two pipelines shipping oil. One has 16 junctions with each passing 1 million gallons an hour. The other has 4 junctions with each passing 2 million gallons an hour. So one has a total bandwidth of 16 million G/h, the other a total of 8 million. But of course the
throughput of the latter is 2x the former.
Each area of bandwidth corresponds to one or more activities of the program, and it's relevance is only in that respect. eg. Cell has umpteen trigabytes of internal BW, but it's only of use to SPE code execution, so can be discounted for rendering processes. Cell has 35 GB/s to RSX but that doesn't contribute anything to reading program data or working on AI. 256 GB/s for frame buffer work isn't gonna help any with physics.
Looking at aggregates really tell us nothing. PS3 has, what, 22.5+25+35(Cell<>RSX)+5 (IO) = 87.5 GB/s. XB360 has a count of 22.5+32/48(+256 even) for maybe 326.5 GB/s going by some people's counting. Giving 326.5 vs 87.5 as comparisons is totally ridiculous when in the case of XB360, 256 GB/s of that is very specialist.
Perhaps BW could be counted as how much available for a purpose? You could create a table of things the consoles need to do and how much BW that functionality has. Something starting like (For PS3)
Game Code : 25 GB/s (let's keep things simple)
Textures : 22.5 GB/s
AI : 25 GB/s
CPU<>GPU communication : 35 GB/s
BackBuffer Processing : 22.5 GB/s
but even that's no use, as it doesn't show where savings are made. eg. Two platforms could both have 30 GB/s CPU to RAM, but if one shares that BW with GPU to send it data, and the other communicates with GPU over a seperate bus, it frees up that BW so more is in reality available.
At the end of the day, truth be told, when all's said and done, the BW figures cannot be considerd outside of the whole system. In essence looking at these platforms piecemeal is giving false impressions. Each whole system design, with it's whole approach to solving problems, must be considered as a whole, complete body. Then perhaps system wide comparisons can be made like 'in rendering a frame buffer, this system has the advantage' and 'procedurally generating geometry, this one seems like it'l be on top'. Facts and figures from dissected hardware should only be used to
understand the systems, not
compare them.