The 6 parallel execution units is a myth. It has 3 cores, 2 hw threads per core, and 3 VMX units. If, and I say if, you can issue 2 parallel ops on one core, you could theoretically execute 6 threads. In real world this never applies, it simply not 6 independent execution units, however, people tell me you can get close to 4-5 threads running in parallel if well optimized code is used (that means the instruction pipeline can decode/execute 2 ops in parallel because they can be decoded independently). However, you got 3 VMX cores, and that's about it. No hw threading there. Means 3 vector units max. And you need to share these with the general purpose cores. This is significant less then 6 fully independent vector cores, with local mem and load/store bandwith of 25GB/s (plus local store with the speed of local registers, and local EIB significant faster then 25GB/s).
So, yeah, while general purpose code could possibly compensate for some of these things, nothing in the 360 is suited for the massive amount of deferred rendering KZ2 does on the PS3. All physics and AI in KZ2 runs on the PPU