That may well have been true, but it was one specific cutscene. It doesn't mean they wouldn't - for example - have to make changes to other parts of Lost Planet 2 to make it work in its entirety on NGP. Same with the MGS4 demo - it doesn't at all mean that MGS4 could run as is on NGP, from a gameplay & simulation POV. In both cases we're talking about handpicked cutscenes.
All those demos showed is that a certain level of rendering fidelity is possible with, in LP2's case, a certain level of complexity I guess - but in none of the cases did it prove that PS3-scale games could just work in the general case on NGP.
Not to mention it says nothing about LBP2 of course
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I just think it's hard to imagine a LBP engine on NGP supporting the same level of processing that more complicated LBP2 levels would use. There might be a certain range of level complexity below which NGP could support, but general case support would be technically impossible.
I think LBP levels need to be disjoint between the two platforms anyway given the extra interface possibilities on NGP. The only thing motivating this separation on PSP was technical inferiority, but on NGP they can at least deflect attention from that to all the other new control and gameplay possibilities on the NGP version, and so they have an opportunity to more positively justify the separation.