I have not had time for a serious analysis of all the results yet, but the conclusion from the results on the main testing machine (the one furthest on the left in the test results) is:
-That volumes are slower than standard particles, but fast enough for usage.
-Doing volumes through slices is hardly ever worthwhile, as either the number of slices is too low for good quality, or the framerate is too low.
-Of the different ways to implement soft particles, using the alplha texture for the thickness of the volume is best: an artist can capture the complexity of the cloud in the 3D shape of the volume, and the framerate is almost exactly the same as doing constant thickness (standard soft particles, with which the volume is a cube).
-FInally, if you already had the depth map for something else (depth of field, screen space ambient occlusion, deferred shading, etc.), then such volumes are pretty cheap and you should really use them.
I will try to put the full chapter online on Sunday, if I can get it ready by then.

The images in it really explain this stuff much more clearly.