Here is the most interesting quoted segement from a Q&A with Lair dev Factor 5 about how he views the PS3 in terms of limitations and developement.
Q: How soon did you figure out what the PlayStation 3 could do?
A: Will we ever? (laughs). The baseline isn't hard to figure out. Yes, it's a harder ramp.
Everybody acknowledges that compared to the 360 and the Wii. It's not all that bad. It's not like
the PS 2 ramp was at the very beginning. The interesting question becomes "oh boy, we could go on
forever optimizing for the PlayStation 3." The PS 3 has more of the situation where you could go
another six months easily and forever. You can get so much more power. RSX is a known quantity. But
Cell is pretty limitless at this point.
Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?
A: You'll have a hard time if you port without having a PS 3 game in mind when you created the 360
version. That is where a lot of complaints are coming from. They created the 360 engine with a
unified memory architecture in mind, with the embedded frame buffer with its advantages and
disadvantages, and not thinking too much in early stages about multicore. If you try to get that
over to the PS 3, you're in for a bad surprise. The PS 3 is all about streamlining about the two
different memory pools. They are separate. You don't have to do tiling because you don't have an
embedded frame buffer. All of these advantages of the PS 3 turn into disadvantages if you don't
start making your game on the PS 3. Hence the griping. If you create first on the PS 3, it is
pretty easy to port it to the 360. A lot of companies coming on board now will probably start on
the PS 3 and move to the 360. The lucky thing for us is we didn't have to think about the 360 at