borisof007 :
Frames per second depends on a LOT more than just the GPU. You're going to want a good CPU, a good motherboard, good RAM (and a good amount of it), a fast hard drive, etc. etc.
Assuming all other specs were high, I'd say you'd be better off with a 6870. The PS3 doesn't use a "Graphics card", rather it uses its Cell architecture to distribute the video processing across its multiple cores. It's different from the 360 in that aspect, in that the 360 uses a chip from ATI.
You're correct in mentioning that the PS3 has a Cell Based architecture (CPU wise) but wrong to assume it doesn't have a Graphics card.
The Graphics powering the PS3 are from nVIDIA and based on the GeForce 7800 architecture:
Name: RSX 'Reality Synthesizer'
Clock Speed: 550 MHz
Architecture: Based on NV47 Chip (Nvidia GeForce 7800 Architecture)
Transistor Count: 300+ million transistors
SPU: Multi-way programmable parallel floating-point shader pipelines
SPU ALU Architecture: 24 parallel pixel-shader ALU pipes
SPU ALU Ops: 5 ALU operations per pipeline, per cycle (2 vector4 , 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU)
SPU FPU Ops: 27 floating-point operations per pipeline, per cycle
Vertex: 8 parallel vertex pipelines
Vertex ALU Ops: 2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)
Vertex FPU: 10 FLOPS per pipeline, per cycle
Total Computational Power: Floating Point Operations: 400.4 Gigaflops ((24 * 27 Flops + 8 * 10 Flops) * 550)
TMU: 24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
TM/clk: 24 filtered samples per clock
Texel/s: Maximum texel fillrate: 13.2 GigaTexels per second (24 textures * 550 MHz)
Random Info:
32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
8 Render Output units / pixel rendering pipelines
Peak pixel fillrate (theoretical): 4.4 Gigapixel per second
Maximum Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
Maximum Dot product operations: 51 billion per second (combined with Cell CPU)
128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
256 MB GDDR3 RAM at 700 MHz
128-bit memory bus width
22.4 GB/s read and write bandwidth
Cell FlexIO bus interface
20 GB/s read to the Cell and XDR memory
15 GB/s write to the Cell and XDR memory
Support for PSGL (OpenGL ES 1.1 + Nvidia Cg)
Support for S3TC texture compression
All from Wikipedia but the info is quite accurate.