Er, what about them? If you had an 8 GB SSD that you completely or mostly "refilled" several times a day, it would not last very long. Luckily, that's not how SSDs are typically used. It's also not how the flash on those consoles are used. (They seem carefully sized to be inadequate for use as a place to install disc games to, and that's the only conceivable use case that would result in lots of writing per day.)Err, what about SSD's? And as mentioned, the 4GB 360 and 12GB (flash) PS3?
Can I? There's only 8 GB of flash here to play with, maximum. Are you recommending that only a fraction of that be used for any given game's cache? Since the entire pool is so small, I'm not sure that would be worth the effort. A ~2 GB flash cache sandwiched between 8 GB of RAM and 500 GB of disk? Sounds like a poor design. Imbalanced, if you will. Even a 6-8 GB cache is still on the skimpy side, IMO. 16 or 32 GB sounds better, but now we're starting to talk real money, and you probably would still need to limit individual game caches to no more than a quarter that to minimize wear.Also can overprovision to extend life.
Seriously, the only way the game caching scheme works is if you can come up with a user-friendly way of limiting how often the cache gets "re-built". For me and a lot of others, it would "just work", because I tend to play my "big" games pretty serially, without a ton of jumping back and forth. I'd also be fine with a "wear indicator" that tells me that I have X number of years left on my flash if I continue my current usage patterns. But that all assumes that I can choose to not cache games, and that assumes that game will still run okay with no caching, which in turn implies that developers will have to test their games both ways. Sounds like a giant PITA, frankly.
I can't believe I ever suggested it.