I don't think anyone can pull it off even now. Look at the price of current dual core Intel CPUs - they are still far too expensive for use in a console. It is about getting the best performance per transistor. Oooe lost on this basis.
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On another point, I tend to agree with the people who say that eventually what you'll see is a few big OOOe cores optimized for serial execution, surrounded by simpler cores tuned for specific parrallel tasks.
The trend for consoles will probably to put a minimal level of oooe on a single PPE like core and surround them with small SPE like cores. A combination of good performance and low transistor count/cost is important in consoles. This will allow an optimising compiler to do it's job, and a minimal level of oooe could help deal with issues that can't be predicted at run-time eg. due to conditional branching, preemptive multi-threading.
However one thing I expect will happen is that all the cores will share the same basic instruction set and differ only in execution resources and optimizations for specific tasks. The important thing is that the basic programming model for all the cores be the same, so the developer/OS has flexibility to schedule and load balance tasks anywhere.
This was discussed before on another thread . Automatic pre-emptive scheduling and load balancing by the OS is only useful and only used for general purpose operating systems. High performance parallel processing doesn't make use of preemptive scheduling for load balancing although suitable SMP-like technologies are widely available, and neither do games. For games/high performance computing, the scheduling is explicit, and so the need to run on any core including the PPE is not important. Also one core (the PPE) will be used to control the others, which means you already have a suitable implementation on Cell: the SPE code can run on any of 8 SPEs.
I also think LS is temporary and is mostly the result of limited transistor budget. We'll end up going back to lockable caches with prefetch and full views of system memory when the transistor budget allows.
The transistor budget is always the primary factor in performance and chip implementations, and it isn't going to go away just because you have an increased transistor budget. For games consoles in particular where there is always the pursuit of raw performance, chip manufacturers will probably use that extra transistor budget to provide more cores and more LS to again boost performance beyond what is possible for a given transistor budget using the cache/symmetric core/oooe approach, although the latter which will happen in the PC market.