I said though that the Cell was a success in PS3.
It's disputable. It made sense whereas for IBM and Toshiba it's a bit more iffy Toshiba goes with SPURS and the respin took them some time, IBM did a DP version and the thing is still coupled with opterons.
The dilemma is that a four cores CPU that would have been kind of "an early compute oriented only larrabee" (In Order, 256bits wide SIMD units, supporting float and integer unlike wmx128, compiler friendly API for SIMD, supporting predication, scatter gather, two hardware threads, offering a 1/2 ratio for SP/DP, hardware fix to LHS, top class prefetch ability, backed by huge bandwidth( Xdram), and super fast FlexIO for multi chips use more than two chips and able to ensure memory coherency) would have done righ for IBM and Sony in the ps3, but it would have end useless for Toshiba and used Sony planned for it in other devices. On the other hand for these tasks Sony and Toshiba may have develop a VPU less specialized than actual GPU, scalable (at chip level) that may have also work as the PS3 GPU.
Too diverging goals imho.
Of course, some problems are GPU related. But in many cases, the PS3 simply has been treated as a single PPE with a split memory pool that means the GPU RAM maxes out at 256MB, versus the 360 with three PPEs with a unified memory pool that maxes out at close to 500 of GPU RAM.
I'm exaggerating a little of course, but only a little. In most cases in the first years the SPEs were ignored completely. Things are changing now, in that some of the more tech-savvy PC developers are doing more with Cell, and are also more interested in doing so because this is not that different from the direction that PC development is moving into with the DirectX11 setup.
As you said things have changed. In regard to devs well I would not say only "more tech savy" they deal with time line and multiple systems, I would prefer to say it took them time which was to be expected. More the Cell enforced a task based system that was not really needed elsewhere (pc, Wii, 360) at the time. Dice is for example happy as it pushed them in the good direction but they are really focus on what they are doing I'm unsure a lot of studio have this chance.
I meant as a co-processing chip on a much lower level, similar to how the PS1's CPU was used as a controller chip in the PS2. A four to six SPE SpursEngine type chip (i.e. the version that doesn't have a PPE) might be really cheap at this point, and could still really help keeping backward compatibility.
Well our system will last quiet sometime it seems, they'll end cheap I'm not sure BC will be worse the cost (even if tiny), neither the ps3 or the 360 are backward compatible and I could see editors move to re-edition instead only for some big much wanted games.