Someone please correct me if I'm wrong but on the 360 aren't programmers working at an API level while on PS3 they can program down to the metal if they want to on the GPU. the extra features of the 360 GPU seem to have been under used. Tessellation for example, the free anti-aliasing hampered by having to accommodate tilling, and unified shaders not being such an advantage in a closed system. It's ahead on transparencies tho.
On top of that Cell is just a larger piece of silicon than the 360's 3 PPEs, that's even taking into account the 2 SPEs that can't be used by games. They seem to have proven useful for accelerating many things that a game needs accelerating.
While many games for the PS2 used many effects that were pushing the machine to it's limits, I believe it was more an artside clever use of resources that kept it somewhat competitive with X-Box.
On top of that Cell is just a larger piece of silicon than the 360's 3 PPEs, that's even taking into account the 2 SPEs that can't be used by games. They seem to have proven useful for accelerating many things that a game needs accelerating.
While many games for the PS2 used many effects that were pushing the machine to it's limits, I believe it was more an artside clever use of resources that kept it somewhat competitive with X-Box.