The 8th SPE is physically disabled I believe. But even if it were just left there, I am under the impression that there is a task/job queue and the work is sent out to the SPEs as they become available to do a job.
That's one of several programming models for Cell. It's not the only one.
Developers will tailor the tasks with having 7 SPE's in mind
Six, unless Sony stopped taking one. (I thought it was for the hypervisor, but DeanA says it's for "security stuff", and he's probably right.)
but there is always the possibility that the 7 SPEs are in use at a given time slice with more jobs on the list where an 8th SPE (or more) would allow that next task to be started. Of course, the speed increase may not even be noteworthy if one of the original 7 SPE's was just about to finish a job anyway.
The thing is, workload ought to be reasonably predictable. So I'd expect that, normally, you'd be able to plan out a workload that the system will reliably do fast enough to avoid framerate drops.
There's a potential for marginal differences between systems, because the different systems could have different physical layouts, although I'd expect that to be a very small difference -- but it could explain why one machine is about 1% slower than another, and if a game engine were really cutting it close, that might be enough to result in a dropped frame now and then.