IIRC, part of the problem was that as Bayonetta was Platinum's first HD game, they chose 360 as the lead platform due to it being easier to develop for, and as a result the game focused on a lot on things that the 360 was just plain better at than the PS3, like throwing around a huge amount of alpha transparencies at once.
As a result, its core technical makeup was such that while the PS3 port certainly could've been a lot better than it was, there was really no way to get it on par with the 360 version as it favoured the architecture of Microsoft's box so heavily.








