Indeed.
Alan Wake is clearly pushing an insane level of draw distance, as well, and a lot more dynamic lighting and shadow action while upping the post-processing, 3D fog and particle use to the max...perhaps the most dense and dynamic of any console game on any platform. Per scene, per frame, AW seems to be pushing shit to the limit, it seems. RDR obviously has to account for a not-so 100% determined and near-random access of data to spool in since it doesn't have quite as many limits on where to go as AW, but, again, it seems quite a bit lighter with on-screen pixel action. Apples and oranges, still...different considerations for memory and CPU/GPU based on the differences in the games' designs. Just goes to show that harder decisions need to be made on consoles, as is traditional to fixed platforms for the last thirty-odd years...compromises in certain areas that result in a better trade for other things regarding image-quality and performance.
I don't think it's the magical zero-sum game you guys constantly make it out to be just precisely because there's so much value in the human impression based on naked-eye viewing and playing of a game in front of you...in motion...there's a way to balance the numbers to come up with end results that are nearly indistinguishable to numerically-superior visuals and performance for the vast majority...the same majority who makes up the buying audience for these games. 99% of paying customers, of all normal consumers simply won't notice the difference unless told...and then, they have to revise and reconsider their previously-ignorant impressions based on information that is supposed to enhance or ruin their feelings about something on a gut-level. It's practically an intellectually dishonest move if visuals are only there to serve an impression, not work out on a balance sheet of cold numbers that ignore the fact that technology is an enabler of these visuals and their impressions and not the focus.
GoW III doesn't have the same considerations for resources that RDR or AW or many other games have. You guys can't just assume everything is a 1:1 comparison because not all software uses the hardware equally. GoW III is linear as hell compared to RDR and doesn't have nearly the same level of spatial scope and density of stuff going on as AW. Every decently-ambitious title, at some level, is a custom-fit shoe for the same foot, yet designed for distinctly different activities and goals. GoW III is an exclusive with no need to consider any other set of resources other than those offered by the PS3 and the same holds true for AW for X360. If there's going to be a concerted effort to achieve some level of reasonable performance and visual parity, RDR has to strike a balance, just like any other multiplatform game.