@ gamingdevil
QFT! Stop this non-sense and enjoy this GORGEOUS game... i know i am!
I half agree, I do support the research done by the people over at Beyond3D. But those people playing on SDTVs won't notice a difference anyway (although they may want to upgrade someday!), this is mostly of interest to people owning HDTVs and especially those who are interested in console potential (/limitations).
In any case with 720p PS3 games like,
Motorstorm

or Heavenly Sword

the PS3 was already considered to be producing graphical environments fully on par with the best the XBox 360 has to offer. With Ratchet & Clank PS3 games have advanced to the 2nd generation of PS3 games, it really takes the platform to a new level. The latest multi-platform games run well on the PS3, sometimes at a slightly faster framerate like COD4, DiRT and Assassins Creed.
IMO R&C TOD is the most impressive retail game available for either platform today and IMO Warhawk and Super Stardust HD are the most impressive games available online for either platform. So I hope those who attacked PS3 fans and the console hardware specs will from now on give it a rest. The PS3 is an excellent game console offering interesting exclusive games and some of the best games the XBox 360 had to offer like an improved version of the much praised Oblivion.
With regard to sacrifices I think this is an interesting comment from Naughty Dog:
Obli: How hard would it be to port Uncharted to the Xbox 360? I'm not just talking storage constraints (Blu-ray). Could it be faithfully recreated without the use of Cell?
Evan Wells: I won't say that it would be impossible, but it would be very difficult and we most certainly would have to make enough concessions that it would start to feel like a different game. One thing that would be particularly difficult would be keeping the game load-free. The HDD really came in handy and allowed us to have pretty big open levels with lots of detail.

So please no more attacks on people from XBox fans towards those supportive of the PS3, else those may well use the argument of quality above quantity back at you (in terms of having the technically most impressive games, with regard to hardware features (includig DVD and Blu-Ray playback), as well as with regard to reliabiliity / sturdiness).
The PS3 offers amazing potential:
Insomniac:
The amount of action we're able to put on the screen at 60 frames per second really dwarfs what we were able to do a year ago at 30 frames per second," said Hastings. "
What's most exciting is the way things are headed right now I think we'll see just as big a leap from our second generation engine to our third as we did from the first to second."
Looking ahead, he was equally as optimistic: "We're already seeing a big leap in what people are able to do with the PS3 now compared to a year ago, and we're going to see just as big a leap between now and the end of 2008," said the Insomniac Games Chief Creative Officer. "I think we're going to continue seeing major leaps each year in what people are able to do with the machine for at least three or four more years."
And how are future games going to look better? It seems it's all down to the use of the much talked about PlayStation 3 SPUs, which until now haven't been fully used by developers.
"The tech and gameplay teams have moved tons of things over to the SPUs that used to run on the PPU," said Hastings on the improvements made to Insomniac's game engine. "Collision and physics are entirely running on SPUs now, which allows us to put much more on the screen at once than we were able to with Resistance. Moving more and more code to the SPUs is an ongoing process and I think we'll continue to see major benefits from this for several more years."
http://www.virginmedia.com/games/gamingnews/news-story.php?storyid=16411891 Infamous dev team:
"For us, the most exciting part of the PS3 has been the cell processor, the SPUs specifically. In our highest density scenes right now, we are currently using about 30 percent of the SPUs' capabilities--with the SPUs doing lots of heavy lifting for us on rendering, visibility, particle systems, skinning, animation blending, and so on...this with scores of pedestrians, cars, fires, etc., all going on. And the best part? We've not made any significant attempts to even optimize the SPU code. I think it's reasonable to guess we could put 10 times as much stuff on the SPUs and still make our frame budgets. It's really pretty amazing."