Like I said with AC:U - chasing a few frames of difference down to a marginal CPU clock-speed differential without having any context about code, data setup or actual performance metrics of such frames is basically as good as random-guessing (and Gaf has banned certain sites for doing that with sales).
Eg. I could take a guess that high-speed scenes are related to streaming, and data-unpacking is where the differences come from. This could be due to dedicated LZO-units performing differently (which aren't the same across two consoles), issues with I/O async performance (one Console implementation just being more demanding then the other), using different compression alltogether, or maybe just the two tests not being 1:1 in terms of processing load (which they obviously aren't)...
Thing is that's already 4 variable guesses, all possible without any differences from "CPU" performance itself - and we're just scratching the surface here - could list a lot of other potential causes without knowing any better detail that we have.