man, you're a slacker! well here we go.
hdr (high-definition rendering) and fsAA on the 360 gpu IS only made possible by the 10MB eDRAM. Simple as that. those 2 things are the hardest accessory functions a gpu can do alone, and with the DRAM, it can store the running code necessary to function both at the same time with no performance hit.
the ps3 gpu has a different architecture entirely from the c1/xenos. sure it isn't usa, it doesn't have the 10 mb buffer, sure it has a lower pipeline count and only 50-70% efficiency rate; but hey, sony spent their money well.
the gpu of theirs has enough of a hard time already fuctioning with aa or hdr alone, what with all of the linear and basic running code functions not being stored for easier use. the pipelines and bandwidth (or little of) are clogged with information and if you try to do both, the system just couldn't do it.
well, it could if it wanted to take a huge performance hit, which would be suicidal for the gpu.
people have been saying the cell can help run fsAA and HDR with the gpu, but the problem is, there's not enough interconnectivity between the two and they have a completely different infrastructure. imagine if you didn't speak russian, and you are trying to read a book in russian. can't do it.
not only that, the cell would have to log past all the binary code and basic functions that aren't being stored on the buffer (because there is none).
these reasons are also why the ps3 will not be able to perform procedural synthesis, quite possibly the most next-gen application out there.
ya happy, citizen? geez, now my hands are cramping...
