Just to clarify, Jaminjack - WipEout HD started life as a tech demo based on the WipEout Pure/Pulse (the latter was still in pre-production at the time) game engine to see what it would look like running at 1080P. Andrew Jones worked on it by himself, sat in the corner of the Studio Liverpool "pod" studio. He worked on that and neural network code for improving the AI.
At that point in time, the only PS3's in the building resembled rack servers, were very loud, and were in a locked room with a key code entry. We certainly didn't have access to them in the WipEpout Studio back then (Spring 2006).
Later in its life, when WipEout HD went into full production (Pulse was on the home stretch in Summer 2007) a lot of the underlying game engine was improved to take advantage of the Cell, for sure, such as palming off particle effects and whatnot to the SPU's, but it wasn't like that game engine was built from the ground up on the Cell architecture. To say that WipEout HD was fully taking advantage of the Cell would be inaccurate, because it wasn't and isn't.
No launch title or title released in the first couple of years takes full advantage of a new architecture. This is why we didn't see the likes of God of War until late in the life of the PS2 and why something as breathtaking as Uncharted 3 didn't come out until a few months ago. It takes time to leverage these things and early game engines are merely flattering to deceive.
That's not to say that WipEout HD isn't a fantastic achievement - Matt Brooks team came up with a technique for getting it to render at a faux 1080P that was nothing short of genius considering the deadlines they were facing. But there were many on the team who hated the fact it had to be released as a 1080P poster-child for the PS3, because it would have looked so much better at 720P.
I'm inclined to agree.
