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That's probably because most developers don't optimize their code to take full advantage of the console architecture. In the case of the PS3, being the data streaming and XDR memory capabilities as well as the CPU task partitioning due to the CBE architecture.

That has always been one of the more interesting development issues regarding consoles. Since the technical specifications remain static, advances in games must be made by optimizing available resources and functions. It's seen every generation where later games continually go far beyond what the initial ones were able to accomplish.

PC development on the other hand has the convenience or crutch of being able to design games based upon hardware that is not the most common so long as they provide a reasonable amount of scalability. But it's the development for hardware on a sliding scale that leads to the common misconception that fixed console configurations are inadequate for future gaming.