This document explores a deferred pixel shading algorithm on the PlayStation 3, utilizing its Cell/B.E. processor for enhanced graphics rendering. The implementation demonstrates that the Cell/B.E. can alleviate pixel shading bottlenecks by effectively running pixel shader computations, achieving comparable performance to high-end GPUs. Results indicate that a hybrid system combining the Cell/B.E. with the GPU can significantly boost graphical processing efficiency in real-time applications.