This popped up on the Rambus website, from their 2005 Developer Conference last week:
http://www.rambus.co.jp/events/Main1_2_SCE_Suzuoki.pdf
Basically quite a detailed technical analysis of the design choices behind Cell - difficult enough to understand in places even if you were in the audience, I'm sure, and even harder just reading the slides, but if anyone can distill some of the finer detail, feel free..
Also, perhaps more interesting for many here, it included a new demonstration, as mentioned in the PDF. Had a demonstration movie, and then this accompanying slide:
Benchmark Profile
1 SPU
Frame Buffer
Resolution1024x1024
ColorRGB=8:8:8bit
Data Software Cache
Texture Tile16x16x4RGBA (single float x 4)
Frame Tile16x16x4 RGBA (single float x 4)
Vertexdynamic double buffer (size varies)
Operation
One overlay per object
Newton Equation
Collision
Translation & Lighting
Pseudo drop shadow (no self-shadowing)
Bilinear texturing
Rasterization
Basically some software rendering and physics on one SPE. I doubt the individual components of this demo could be too complex given it appears it was constrained to one SPE, and it was doing so much stuff on its own, but I guess they were intending to make a point
Unfortunately there's no more detail on the demo out there yet as far as I can see, specifically performance detail - would be really nice to have. No one here happened to be in attendance? 
http://www.rambus.co.jp/events/Main1_2_SCE_Suzuoki.pdf
Basically quite a detailed technical analysis of the design choices behind Cell - difficult enough to understand in places even if you were in the audience, I'm sure, and even harder just reading the slides, but if anyone can distill some of the finer detail, feel free..
Also, perhaps more interesting for many here, it included a new demonstration, as mentioned in the PDF. Had a demonstration movie, and then this accompanying slide:
Benchmark Profile
1 SPU
Frame Buffer
Resolution1024x1024
ColorRGB=8:8:8bit
Data Software Cache
Texture Tile16x16x4RGBA (single float x 4)
Frame Tile16x16x4 RGBA (single float x 4)
Vertexdynamic double buffer (size varies)
Operation
One overlay per object
Newton Equation
Collision
Translation & Lighting
Pseudo drop shadow (no self-shadowing)
Bilinear texturing
Rasterization
Basically some software rendering and physics on one SPE. I doubt the individual components of this demo could be too complex given it appears it was constrained to one SPE, and it was doing so much stuff on its own, but I guess they were intending to make a point