Not really.
It's different, but at least it's the same nature this time around, general purpose driven.
Last gen the PPC on X360/PS3 wasn't really tuned up for general purpose, which is what you typically want a CPU for the most; to perform "general" stuff you can't perform anywhere else.
Alas, PPC to x86 can be pretty abstract these days and down to compiling, the thing you have to watch for is the SIMD capabilities of the Espresso, they're not that great.That really wasn't the issue, trust me.
The issue was that these CPU's, the PPC ones were in-order (cpu's haven't been like that for a while), focused on 2-way executon to negate that disadvantage and surpassed 32 stages without cache miss prediction. They were crap compared to what you had on PC and sacrificed everything so they could have better FPU, and in the end you had to code differently for them in order to get the best performance out; otherwise such best performance achievable with regular code wouldn't be above a regular 1 GHz PowerPC in most case scenarios, here goes some DMIPS figures:
Xbox 1 XCPU: 951.64 DMIPS @ 733 MHz
Pentium III: 1124.311 @ 866 MHz
GC Gekko: 1125 DMIPS @ 486 MHz
Wii Broadway: 1687.5 DMIPS @ 729 MHz
Pentium 4A: 1694.717 @ 2 GHz
PS3 Cell PPE: 1879.630 DMIPS @ 3.2 GHz (sans SPE, SPE's are not meant for dhrystones/general purpose code)
X360 Xenon: 1879.630 DMIPS*3 = 5638.90 DMIPS @ 3.2 GHz (each 3.2 GHz core performing the same as the PS3)
PowerPC G4: 2202.600 @ 1.25GHz
AMD Bobcat: 2662.5*2 = 5325 DMIPS @ 1 GHz
Wii U Espresso: 2877.32 DMIPS*3 = 8631.94 DMIPS @ 1.24 GHz (again, final performance taking into account 3 fully accessible 3)
Pentium4 3.2GHz: 3258.068
8 core Bobcat: 4260*8 = 34080 DMIPS @ 1.6 GHz (said CPU doesn't exist, but best case scenario Jaguar is supposed to perform only 20% better; that would be 5112 DMIPS per core, 40896 DMIPS for 8 cpu's, but it's probably somewhere in between)
As you can see, PS3 and X360 take a beating per core out of a 1.25 GHz PPC; they were also ridiculously bad at running 64 bit code for 64-bit cpu's.
Then you have
blu benchmarks which I believe take into account floating point performance seeing he optimized code for paired singles; so it's not just dhrystones, also wetstones (or wetstones bench, I really haven't followed that much :x).
That need to bo things in a way they usually aren't is mostly not there for both Wii U or PS4/X720 ("mostly" being employed because if you're coding specifically for something you can always put it closer to the metal than you would, and every cpu has it's quirks. But the nature behind it is the same. Of course Nintendo being x86 would be an advantage, but as is doesn't weight much; it's equally hard to pull X360/PS3 cpu code on both Wii U as next-gen platforms (where the best case scenario is the 8 jaguar cpu cores beng able to match the floating point performance of Xenon/CELL). So code should be more straightforward this time around.
Even porting from Xenos to another PPC, like 750/Gekko/Broadway/Espresso (G3), 7400 (G4) or 970 (G5) isn't a walk in the park; architecture is besides the point when they are so different.