This maybe off-topic in relation to Splinter Cell: Conviction game wise, but in terms of technology it was what i was referring to in terms of how PS3 can do somethings with Advanced lighting and animation techniques that the 360 can't do and vice versa. Thus, there is a reason why Ubisoft is still doing R&D on the Advanced Lighting and Animation techniques that i was referring to for the PS3 only.
"Recently Michal Valient of Guerrilla Games announced their intentions to explain the details of their Killzone (PS3)[6] Engine at a Developers Conference in July. In this interview he explained that Killzone (PS3)[7] uses a Deferred Rendering engine that integrates MSAA (Multisample Anti Aliasing). Cell will also parallel process geometry, and indirect lighting among other things.
Deferred rendering in Killzone 2 Michal Valient, Guerrilla-Games Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, its hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published. In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth description of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. Well show how we utilize PS3s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output. Take Away The session will provide detailed overview and optimizations of modern rendering engine and parallel processing. Many of the topics are applicable for various gaming platforms.
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Source:
http://www.killzoneunit.com/kz/?p=647
Source:
http://en.wikipedia.org/wiki/Killzone_2