Half of the spec r600/xenos already support/have/done
- Second Generation Unified Shader Architecture. - R600
On the PC ? It's the first generation, not second, no matter what the marketing tells you.
Xenos is irrelevant because it's neither fully Direct3D 10-compatible nor a PC component to start with.
- Fully Scalar design. - R600
Nope. Only the Geforce 8xxx is a Fully Scalar design.
The R6xx is a combination of scalar and vector units.
Both approaches have their advantages and drawbacks, but i think it's currently generally accepted that going fully scalar is the future tendency with either IHV, as complex shading increasingly becomes norm.
- 512-bit memory interface. - R600
- 1024MB GDDR4 graphics memory. - R600
- eDRAM die for "FREE 4xAA". - Xenos (well its not so free, only in paper)
- built in Audio Chip. - R600
- built in tesselation unit (in the graphics core" - R600
So the whole specs list sounds like a fanboi dream specs
And indeed it is, especially since neither GDDR4 nor a 512bit bus were enough to offset the current kings, 8800 GTX/Ultra.
As for the audio processing and the tessellation unit, they became largely ignored, but we'll see if a dedicated unit of the latter is worth it next to DX10's Geometry Shader functionality (which is able to achieve similar results under the right circumstances).
The audio chip ?
With certain Zotac 8400 GS and 8500 GT cards able to do practically the same thing using nothing more than a motherboard built-in audio coded, a pass-through cable and a DVI-HDMI adapter with audio support, just like R6xx, i see no point in further complicating driver development and testing with such trivial features, especially in the gaming world where a high quality onboard codec or an add-on sound card is a must.
In my opinion, we'll see no more than 192~256 scalar units on a high end 65nm G9x, a 2.5 ~ 3GHz shader core and a bus no larger than 448bit (if not unchanged from the current 384bit one), in addition to FP64 and DX10.1. OpenGL 3.0 might not be so "in the bag", though.