Before proceeding, we need to explain a little of the unique manner in which the PS3’s much-admired, phenomenally powerful Cell processor works. Essentially, it contains eight mini-processors called Synergistic Processor Units (SPUs), six of which can be given tasks to perform at any given time. Lemarchand continues: “It’s code that runs on SPUs, and it’s to do with things like animation compression, generalised compression and rendering optimisations. These guys are really old-school programmers: guys who are always looking to shave another cycle off an operation. And part of the skill of developing for the PlayStation 3 is getting the GPU to farm jobs out to the six SPUs – seeing which SPUs are idling and can take up some of the slack in a frame-to-frame kind of way.”
http://threespeech.com/blog/2008/08/naughty-dogs-richard-lemarchand-co-lead-game-designer-of-uncharted-talks-trophies-edge-cells-and-studios/
The above is a nice excert from an interview with Naughty dog.
http://www.us.playstation.com/uncharted/
This link is to a video from the devoloper detailing how the game streams a crapload of data at a time.Click on technology then Tech dive.
For the people that say this game isnt one of the best looking games to date, show me a game that has as much detail as this game. The shadows form each individual leaf as the wind blows, or from different angles, the fluidity of the water, the character animations and textures for environment.