PCs aren't really comparable yet due to the immense bottlenecking that occurs with draw calls on the antiquated APIs. DX12 and/or Mantle will change that, but as yet, the comparison isn't valid.
Think about it, God of War 3, The Last of Us, etc, on a 256MB Nvidia 7800 GPU? There isn't a snowballs chance in hell a PC with that GPU, even with a 10Ghz nitrogen cooled quad-socket Xeon for a CPU would be able to run those games with DX9, 10, or 11.
And of course, if ISS (and soon to be UC4/etc) runs at 1080P smoothly, devs really have no excuse for uglier titles to run at lower resolutions. Cross-gen probably takes a ton of blame, as optimizing for a slow ~1.6Ghz 8-core x86 CPU and GCN video is understandably utterly and completely incomparable to optimizing for Cell or the old 3Ghz Tri-Core setups. So what you get is engines that are designed to run on last-gen consoles, and translate VERY poorly to the new hardware. The devs just depend on the raw horsepower enhancements for the 8g ports, but when a title is built from the ground up to code close to the metal on 8g consoles, massively superior results are to be had.







