TheRealMafoo
@LordTheNightKnight
In reference to better unitizing texture memory, what does that buy you? Do you mean the quality of the textures used on the PS3 is higher then the 360? I could see that being the case, and if so, it would explain the difference (and make since being the 360 loads off DVD). Although, I have not heard this to be the case. Have you?
First of all, the storage has nothing to do with it. When I wrote "memory", I meant RAM, not ROM. This is about what can fit in the RAM at one time. Since both have about 512MB, they can only fit so much.
As for the PS3, the Cell is fast, I've seen a video where it did real time ray tracing, as in actually calculating how all of the light would travel in a scene, which even CGI-dedicated PCs can barely do. Now this video it was at 15fps, and it was just illuminating a scene used in late 1970s CGI, but the point is that even that far is absolutely incredible.
However, the PS3 still has just 512MB to work with (one of the reasons that scene was limited). Now the speed of the Cell can't change the size of the RAM. It can't change the speed (either clock or latency), yet it can change the bandwidth, since unlike the other fixed factors, the specs listed for those are theoretical maximums.
So by optimizing the bandwidth, the Cell can partly get around the limited RAM size. As for why it works better with the texture buffer than the frame buffer, it's likely due to both the nature of frame buffers and the fact that they are just as dependent on pipelines on the GPU, which the speed of the Cell cannot effect (all the pipeline numbers are fixed).
So the PS3 can likely have better texture memory, while the 360 can likely have better frame memory.