Like I said earlier, I do not believe it will be better than Orbis. I do believe that the tools will make a difference (purely speculating) on helping what seems to be a very limited console looking at the specs.
I didn't say you said it would be better. You said Durango looked to be more efficient. I can't see why.
Orbis has:
- a clearly defined CPU - APU - GPU alignment with a healthy APU that can take a lot of the load off the GPU.
- high speed memory that will keep all of this silicon fed quite well.
- unified memory so no additional hoops for developers to jump through in memory management.
- the smaller, sleeker OS, with only 512MB of system memory locked away from developers. This dovetails perfectly with Sony's track record case in point the Vita, which dramatically reduces it's OS footprint in games with a scaling OS that still manages to function very quickly.
- strong rumors pointing to OpenGL as a non-layered, native API alternative to LibGCM.
Meanwhile on Durango:
- only rumored "secret sauce" to take workload off the GPU, will that "secret sauce" be in as accessibly a form factor as Sony's APU?
- split memory architecture requiring devs to manage the 8 GB system memory while also feeding the 32MB EsRam.
- a much larger OS footprint in terms of both CPU and memory that strongly suggests a non-scaling OS.
- at best it will have DirectX at parity with LibGCM and if the rumors prove to be true OpenGL.
If all of the unknown things about Durango were answered in the most realistically positive way we would still be talking about slower overall memory with a divided supply line and a larger OS footprint over what Orbis is doing. The Durango being equally efficient to the Orbis is extremely idealistic, being more efficient is pie in the sky dreaming.
"Tools" alone can't bridge those gaps. If Sony really does have OpenGL as native then that claim also goes completely out the window. Even if it doesn't, Sony has made huge leaps to closing the gap in the dev tools arena this generation, and that is on more obtuse hardware, which is a major reason why the PS3's tools had to start out so obtuse. More streamlined hardware inherently leads to more streamlined dev tools.