There\' s no way to define an absolute to claim \'proper\' use of Cell. It\'s a totally arbitrary factor ; which will become more and more evident with games which have been coded exclusively for PS3.
Besides, it\'s the \' sum\' of factors which makes PS3 game development work, including artistic direction ( for example ; devs can make a conscious decision to use a certain low contrast color palette to which helps lessen aliasing effect ; thus this artistic direction is technically driven )
The 4MB vram in PS2\'s GSX was also bashed for a long time.... devs learned to use tricks like vertex blending to seamlessly use less amount of textures, doing more detail in geometry ; the EE \'s strength.
We can already see PS3\'s benefits here & there in easy handling of layered animation (Uncharted) and many huge levels without much loading ; seamless game worlds ; in contrast to Gears of War\'s engine which is limited to UE3\'s block per block design ; it\'s not a continues seamless 3D world.