The RSX specs are still speculation. I haven't seen an official redress of the RSX specs. Second of all this comparison is filled with some inane comparisons. Take for instance deductions for the RSx "reading" from the XDR when most of the time the rsx will most likely be "writing to the XDR. Or they clock the triangle setup rate at 250 when it is more around 333 million (which doesn't matter much because of the cells ability). Theorized fram buffer limitations (which are as valid as the claims of those who said the PS3 had no scalar.)
These pretty much look like guesses extrapolated from wikipedia data and a guess on the actual GPU and what it can do.... it is still unown what the RSX actually is.
Even as such the RSX still seems like a mean contender without it being unified (what does that say?) and even as such the majority of the weight can be cooked up for the SPE's to process. With the cells SIMD and parallelism capabilities it is well adept to pick up slack for whatever is left over by the RSX. What should be a slap in the face but note really pointed out is that the texture memory of the 360 is shared with the CPU while the worst they come up with for the PS3 is that it shares it's bandwidth for the frame buffer. The CPU of the 360 has to access its memory through the GPU’s memory controller and they share the same bus to the GDDR3 memory. If you look at it that way, memexport and the edram were not additional bonuses.... they are needed.
But thats just sticking to overall system points. You see the person on this forum is trying to do a beating of the chest by saying " these specs are higher, therefore the system must be better". If you step back and look at the big picture each gpu is a compliment to the system. Because of this they actually have different strengths and provide a huge boon for multiplatform developers. Take for instance the multiple core setup for the 360.... the cores do not talk directly to each other where as in the PS3 they do. The PS3 takes what the PS2 was great at and amplified it. This causes great distress to programmers who are normally familiar with one frame of thinking or one type of archetecture.
The systems are different and have noticible gaps in their powers. Multiplatform titles are going to be next to useless as a comparison because either one system is going to get more time or upon simultanious release it seems as if one system was shortchanged. Onm splinter cell the characters meshes were sticking together..... and I assure you that has nothing to do with power. Or how oblivion looks and performs better on the PS3 , most likely due to the additional attention it got. Or how the visuals look slightly better on the PS3 for virtua tennes (two different dev studios worked on the port) Am2 has had experience with the PS3's archetecture which lent to better results. There are many multiplatform games in which features are better in this one or that one but the truth is exclusives are going tobe the shinning points of each systems. Already on the latest of techniques (such as streaming textures and streaming geometry the PS3 has the advantage because of blu ray. The 360 allows for greater cross-platform acheivability and is somewhat faster to make progress with.
This could go on till the cows come home... argueing specs is useless the real proof will show when the exclusives are released.