Old engines using outdated APIs. I think once we'll see true Next-gen engines flexing their muscles, they should be using textures much more efficiently. Sampler Feedback, Windows DirectStorage etc. should really help keeping VRAM requirements sane.
Not that I wouldn't mind a doubling of VRAM throughout the entire stack. What's up with Samsung's and Micron's 16Gbit density modules anyway? Their website report their 16Gbps modules are still in "sampling" for almost a year now. Have they fallen asleep or something?
16 Gbit GDDR6 is already in use and has been for awhile. Whether it's the 5500XT 8GB uses them in 4x2GB configuration to the Quadro RTX 8000 48GB in a 12x2x2GB configuration. The issue is cost, as memory basically follows a $/bit formula.
Memory bit cost has basically been stagnant due to variety of industry reasons really beyond the controller of either GPU IHV. The diminishing economics of manufacturing improvements via process shrinks, industry consolidation, and demand from "new" sources (eg. smart phones).
The MS XSX Hotchips presentation for instance had a slide regarding this issue -
https://images.anandtech.com/doci/15994/202008180215571.jpg
You can just look at how both consoles were much more conservative in memory increase compared to last gen.
GDDR6 per bit is more expensive than GDDR5 was when we last essentially doubled VRAM in the industry.
If we take the 5500XT as a reference an extra 10GB of GDDR6 would likely add at least $100 to the price of a GPU in this case the hypothetically RTX 3080. Which can be a hard sell as it's trickier to market than pure perf/$ at this point to gamers.
Was hoping for more than 10 GB. We’re at a generational switch in games because of the new console hardware.
Relatively speaking we're actually in a better state compared to the last console launch as this new console generation was much less aggressive in memory increases.
Remember when the PS4/Xbox One (8GB) were launched we were still with the Nvidia 7xx (2GB and 3GB being standard config) and AMD 2xx series (2, 3, 4GB being standard config). Outside of up memory options only the Titan (6GB) and the R9 290/x (4GB) had half the memory equivalent or more. Whereas currently 8GB availability is pretty wide in PC graphics by comparison. It wasn't really until 2.5 years after the console launch that we moved to today's value (which have been stagnant ever since) with ample VRAM matching (or more) console memory.