You think a 2005 game can do with 9 megs of textures per frame
If they are VQ compressed ( we can decompress them using the APUs in the GPU ) we might get something like 1:8 compression... leaving 1.5 MB as a decompression buffer and 2.5 MB as a streaming buffer we would have 40 MB of uncompressed textures ( which is , as even using 2 MB of the VRAM for textures and accounting for CLUT we would have 1:4 compression and this would lead to 8 MB of uncompressed storage ) storage.
Transferring 840 MVertices/s ( micro-polygons ) per second would mean 14 MVertices/frame...
That would take ~20 GB/s and this would leave ~5.6 GB/s between main memory and CPU + GPU...
Let's say we will leave for pure texture transfers 3 GB/s ( leaving to A.I., physics, sound and other code 2.6 GB/s )...
3 GB/s means that each frame main RAM can provide 50 MB of compressed textures per frame...
Assuming we use VQ again ( the GPU in this case, as said before, is using some APUs for VQ decompression as with a micro-polygon based renderer the 1 TFLOPS CPU would do a "big" portion of the total work ) this would mean 400 MB of uncompressed textures per frame...
Ok... let's say that we could only get 1:6 compression ratio ( S3TC )...
On the GPU e-DRAM we would have 5 MB of compressed textures * 6 = 30 MB
Let's say we only had 2 GB/s left for texture streaming ( efficiency and such is hitting us harder )...
2 GB/s / 60 = ~33.34 MB of streamed compressed textures * 6 = 200 MB of uncompressed textures... Total MB of Textures per frame = 230 MB
Ok let's say we only use CLUT...
On the GPU e-DRAM we would have 5 MB of compressed textures * 4 = 20 MB
3 GB/s / 60 = 50 MB of streamed compressed textures * 4 = 200 MB
You think about the FUTURE, but not streaming textures from main RAM is not the FUTURE...