Xbox 360 and PlayStation 3 have similar CPUs that have differences in design that can not be overcome without recoding and optimizations. Game code of Xbox 360/PlayStation 3 will not take advantage of out-of-order execution, larger caches, extremely accurate/short pipeline, etc... without game code being chanded, adapted and modified to take these advantages otherwise Wii U will choke on highly inefficjent code that is efficient in a totally different enviroment/architecture.
Xbox 360 and PlayStation 3 use customized IBMs CPUs and Wii U uses IBMs CPU also, are they same CPUs? NO.
Anyway... SIMD in Xbox 360/PlayStation 3 is slower than Scalar in Wii U and has faster caches.
Snowdog... WII U has SMT otherwise multithreading would have been impossible.