You can't directly compare them since the games are coded in a way that offloads a lot of processing to the 8 cores. The SPEs use the Cell/B.E. DMA list capability to gather irregular fine-grained fragments of texture data generated by the GPU. They return resultant shadow textures the same way.
The shading computation ran at up to 85 Hz at HDTV 720p resolution on 5 SPEs and generated 30.72 gigaops of performance.
This is comparable to the performance of the algorithm running on a state of the art high end GPU. These results indicate that the Cell/B.E. can effectively enhance the throughput of a GPU in this hybrid system by alleviating the pixel shading bottleneck.