I'm curious, has there ever been a generational transition where there hasn't been an increase in memory bus width?
Straight forward comparisons aren't always so easy, but if you look at the previous gen you see the 360 with a 128-bit bus + 512 bit (iirc) edram bus, and the PS3 with 128 + 128 leading into the PS4 with 256-bit. Bus width has increased far more slowly than flops, GB/s etc.
Looking further back, DC has 64 + 64 + 32 bit (plus fast embedded tile buffer), OG Xbox was 128-bit and BW limited at times etc. Physical IO on the chip and traces on the motherboard won't scale as easily as transistor density, unfortunately.
While I personally think a 256-bit bus with 16x GDDR6 chips would likely be a good cost effective solution, I wouldn't rule out a 384-bit bus width.
I think we'd only see that if there was a plan for a rapid narrowing of the bus (which won't happen if you start with GDDR6) or if there was going to be a lower end model to support it.
Also, there's no fathomable justification in my mind for beginning a new generation with two entirely separate console hardware configurations—certainly not ones with entirely different hardware configs, e.g. I could maybe see at a stretch a case for a "lower" end APU which just fuses off CUs on the GPU to improve yields at launch.
Some possible justifications might be:
- Covering a range of market price points
- Having a halo product
- Replacing your previous, last gen console with a faster, more attractive product at lower and more profitable price point.
Otherwise, you're simply doubling up on engineering design costs, merely to achieve what? A cheaper, weaker "next-gen" console that only serves to lower the baseline for game development. I can't see why anyone would want that.
It's extremely unlikely you'd double up on engineering costs. Large parts of the chip would be the same, the customisation would be shared, the software engineering and API development would be shared, the dash/OS/UI would be too, the devkits would be shared, licenses would be shared. In addition marketing would be shared, as would developer relations, bug fixing, aspects of console design, peripherals, using volume of memory and fab space bought to negotiate pricing, shared mobo components and things like optical drives and HDDs ....
If your CPU and supported features on the GPU are the same (shared architecture) then the baseline for game development is effectively unchanged. Resolution (framebuffer, texture, shadows, particles etc) are scalable with no impact on simulation complexity.