The reason we call it a Network processor is for the nature of the Apulet itself and how that gears to natural distributed processing over any network.
This also means there's a very real risk of reducing it to niche markets such as rendering or signal processing in general.
I could see CELL based CPUs on Desktop PCs: speed up the PU in terms of clock, have a dual PE system with 4 APUs per PE or 4 PEs and 4 APUs per PE ( to reduce the load on the PUs in terms of orchestrating the APUs and increase single thread and scalar performance ).
If you open your Task Manager you can see quite a lot of processes running at the same time ( in systems in which people are not paying attention to MSCONFIG, there are tons of processes running at the same time ): at least 4 or more of them can be executed in parallel with little dependency issues and with some work with the OS and the tasks we are running, we could likely get more.
I think that such an architecture would be fast enough in most of the "solved" computing problems modern Desktop PC users have to face ( Word Processing, Database traversal, Web Browsing, Multi-tasking, video encoding/decoding, graphics composition/editing ) and it provides the necessary juice for the applications that really need it, the applications that cause people to upgrade their computers more often than not: games.
The mix of 3D graphics, Physics, A.I., etc... makes for a nice assortment of quite parallel processing friendly problems.
I would not mind running on a CELL based Desktop PC: I might not get the best single thread performance ever and not refresh Word documents at 400 fps, but in most of the applications I run it will be fast enough ( current processors are hitting, for those applications a big fat wall ) especially because I keep tons of different programs running at the same time, but what it matters the most is that in multimedia applications ( be it running 3DS Max, playing advanced 3D games, etc... ) my PC will be able to pull ahead and deliver the performance I want.
Sure, maybe running HSpice would not be the best idea, maybe there are several specialized problems that would need faster single thread performance, but I say that it is time for PCs to branch off: multi-media PCs driven by parallel architectures on the CPU and the GPU side ( one being a bit more general purpose than the other ) and Workstation PCs driven by your K9, Pentium V/VI processors and Itanium Next-Generation CPUs.
I have used the PS2Linux, I have tried using it as a PC would be used: sure it is not too fast, but it has only 32 MB of RAM and a 300 MHz R5900i driving it ( with nice and flexible, but not fully general purpose VUs ).
I imagine increasing the RAM to 256 MB and the clock-rate of the EE ( a 12+ MTransistors chip ) to something like 600-800MHz ( the original EE was built on a 250 nm process and the GS was built on a 250 nm process using stacked capacitor based e-DRAM and not the newer trench capacitor e-DRAM which according to engineers from both Sony/SCE and Toshiba should allow for quite higher clock-rates of the logic portion of the chip that uses e-DRAM ) and we would see nice performance as a Desktop PC and AWESOME 3D graphics and physics processing ( a peak of 16.5 GFLOPS and a fill-rate of 6.4 GPixels/s )
A CELL based Desktop PC might not exclude a proper GPU, depending on the power of the CELL based processor used.
Also, if you had special instructions in the APUs that catered towards "texture filtering" or if we had fast TMUs in our CELL based processor, I do not see how a DirectX 10+ GPU would be much faster in 3D processing than what CELL could achieve.
Still, I like the very versatile CELL model: I want to see a REYES renderer operating in real-time, full micro-polygons based rendering and stochastic AA delivering high quality motion blur and edge AA and CELL seems to me the best way to approach such a model... very high floating point power to maximize polygon processing and shading performance and a very fast rasterizer with humongous fill-rate.
Sorry, I digressed.
For all we know, PlayStation 3, to make an example, might have a more formal GPU or it might have what you see in the patents as Visualizer PEs.
Even if we have a normal GPU for Shading and Texturing, a CELL based CPU can have a field day with other problems that have remained CPU bound in modern games and can surely give more than just a hand in 3D Graphics processing.