I like the post overall, but the tech analysis is really weak. It makes it look like you spent a few minutes reading specs on wikipedia and decided that was enough to compare and contrast the hardware. It's not, and that comparison doesn't really add anything to the post.
To properly compare the processors you need to note that they are using different instruction sets and that the 360's processors are in-order with hyperthreading. Are the ouya's cpu cores in-order or out of order? do they have hyperthreading? What's the memory latency like? How big are the caches?
To properly compare the GPUs you need to understand the major differences in architecture. The 360 didn't have '512MB of memory and 10MB of video memory'; it had 512MB of memory that was shared between CPU and GPU (which means extremely cheap direct access to memory used by the GPU - something with no analog in modern PC architectures) and then 10MB of extremely, extremely high-speed framebuffer EDRAM on the GPU. These two unusual design decisions meant that overdraw was nearly free on the 360 (because the framebuffer memory was so fast) and that you could use the GPU to help out with CPU computations or have the CPU help out with rendering because both could freely access each other's memory. The Ouya could have double the clock speed and memory of the 360 and still fail to run 360 games if it has no equivalent for those features, because if you have a GPU/CPU memory split, you can end up needing two copies (system memory and GPU memory) of data, and it becomes much more difficult to have the GPU and CPU assist each other.
Someone who's done development for the 360 with the native dev kit could probably provide more detail here, I've only used the XNA dev tools (so GPU access, but no native CPU access) - IIRC there are some other perks the 360 has like a custom vector instruction set that might also give it an advantage over similarly-clocked competitors.
Out of order, 1 MB of cache. I'm not too familiar with the GPU. Xbox360 most likely has higher performance, and this is why I was hoping they'd use as "beefed up" (no regard for power consumption) Tegra 4 instead of a beefed up Tegra 3.
Not sure what DirectX version Xbox is using but I know PS3 graphics are usually considered higher quality, and they're only using a slightly modified version of OpenGL ES 2.0, which is what Tegra 3 supports, too. Tegra 4 will support GLES 3.0, and they might surprise us with support for the full OpenGL 4.3, too, especially if built with Kepler DNA, but I'd say the chances are less than 50% for that.
But anyway, I think the comparisons with Xbox are rather pointless and people who do it "don't get it". Does the Wii really need to be compared with Xbox in performance? It seems millions of people bought it anyway.
and they're only using a slightly modified version of OpenGL ES 2.0
I read someplace - can't remember where exactly - that AAA PS3 games generally don't use OpenGL ES at all but instead use some kind of more direct access. There's also RSXGL, which implements the OpenGL 3.1 Core API.
To properly compare the processors you need to note that they are using different instruction sets and that the 360's processors are in-order with hyperthreading. Are the ouya's cpu cores in-order or out of order? do they have hyperthreading? What's the memory latency like? How big are the caches?
To properly compare the GPUs you need to understand the major differences in architecture. The 360 didn't have '512MB of memory and 10MB of video memory'; it had 512MB of memory that was shared between CPU and GPU (which means extremely cheap direct access to memory used by the GPU - something with no analog in modern PC architectures) and then 10MB of extremely, extremely high-speed framebuffer EDRAM on the GPU. These two unusual design decisions meant that overdraw was nearly free on the 360 (because the framebuffer memory was so fast) and that you could use the GPU to help out with CPU computations or have the CPU help out with rendering because both could freely access each other's memory. The Ouya could have double the clock speed and memory of the 360 and still fail to run 360 games if it has no equivalent for those features, because if you have a GPU/CPU memory split, you can end up needing two copies (system memory and GPU memory) of data, and it becomes much more difficult to have the GPU and CPU assist each other.
Someone who's done development for the 360 with the native dev kit could probably provide more detail here, I've only used the XNA dev tools (so GPU access, but no native CPU access) - IIRC there are some other perks the 360 has like a custom vector instruction set that might also give it an advantage over similarly-clocked competitors.