There is magnitude of raw power difference that don't need any specific comparison, I guarantee you that the last killzone mercenary on vita don't run on ouya. It has nothing to do with console or proprietary hardware.
Fillrate is the rate at which a console draw a scene in triangle and in texture. When you have a simple lighting on textured triangles, the triangle is drawn twice (once for the texture, then for the lighting), which mean that expensive effect like normal specular lighting map take texture fillrate from the load. You can see that in the downport of some ouya game. Mtris = million of triangle, divide by 60 or 30 (fps) to get the load per frame.
Ouya is not, in any kind of shape, close to the vita.
You are ranting about the definitions of fillrate, but didnt answer my question. What benchmarks are you using cross -platform. Its not an objective measurement. A benchmark is very specific software, not an objective measurement.
The real measurement is the hardware itself. Lets look at the Vita.
Primary Component Listing
Sony CXD5315GG – Quad-core processor with two Samsung K4P2G324EC 256 MB Mobile DDR2-S4 SDRAM
Memory die (512MB total memory)
Toshiba THGBM3G5D1FBAIE - Multichip Memory Package – Memory and Memory Controller
Marvell 88W878S-BKB2 - Avastar WLAN/Bluetooth/FM Single-Chip System-on-Chip
Fujitsu MB44C026A – Possible Multichannel Switching Controller
Sony 1144KM427 – suspected AKM Magnetic Compass
Wolfson Micro WM1803E – Audio Codec
Qualcomm MDM6200 – Gobi Single-mode Modem
Qualcom PM8028 – Power Management IC
Toshiba TY890A111222KA - Mobile SDR SDRAM Memory
Kionix KXTC9 - Three-axis MEMS accelerometer
Avago ACPM-7868 - GSM Power Amplifier
Avago ACPM-5005 - W-CDMA Band V Power Amplifier Module
Avago ACPM-5001 - W-CDMA Band I Power Amplifier Module
Avago ACPM-5002 - W-CDMA Band II Power Amplifier Module
Avago ACPM-5008 - W-CDMA Band VIII Power Amplifier Module
EPCOS B7429 - SAW Duplexer
Sony CXM3555ER - SP10T Antenna Switch Module
Atmel MXT224 – 224-Channel Touchscreen Sensor
STMicroelectronics 32P10SOD
STMicroelectronics 3GA51H - Gyroscope
There, i highlighted the (seemingly) relevant components to the discussion. If you take a close look (and some people online, more knowledgeable than me surely have), youll find out that the hardware has capabilities similar to a the OUYA, all things considered.
Vita TV has a ARM Cortex A9 quad core processor, OUYA has a Tegra3 quad core processor, they are comparable (both have the same microarchitecure, which means Tegra3 has ARM Cortex A9's at its heart). Both have 1GB of ram memory (i believe the Vita has 512 ram + 128 vram, close enough), both have wifi, both output to HDMI (OUYA outputs 1080p, Vita outputs up to 1080i, which is inferior). The GPU is integrated into the main CPU's, of course.
And remember: poor Vita has to run all the hardware (including a display) off a measly 2200mah battery, whilst OUYA is a fully clocked Tegra3 with a huge ass fan on top of it, running off power mains. In that regard an OUYA -or any similar device- has the upper hand.
If games on the OUYA seem to have little eyecandy, its the developers fault. You can run Unity 3d on it, and it can pump out some impressive graphics in theory (Shadowgun is a good example of a decent looking game).
Still. I admit vita games running on the metal on a propietary game engine (as opposed to Unity, an engine not specific to Tegra3 or the OUYA, running on top of android) do look far more impressive (and probably are, in term of the raw measurements you mentioned).
But the underlying harware is similar.