As things currently stand, what proportion of memory is used to store things like music, ambient sounds, sound effects and dialogue (basically any audio)? I know it'll vary by game, and that a lot of stuff can be streamed, but just a rough range of memory used by audio would be good. I'm just trying to get an idea of some of the stuff that you could put in a large but relatively slow pool of memory (in addition to a large disk cache, swap file and a pile of "always on" Xbox Live / PSN services).
A big chunk of memory on a separate board (like the 4GB 360S flash board) connected by a 32 or 16 bit bus should allow you to drop to a single chip over time. Being on a separate board could allow you to redesign it (to take advantage of cheaper / higher capacity memory) on a whim without needing to touch the mainboard design. It's maybe not a great idea (split memory pools and all that) but it could get around some issues with putting lots of memory on the mainboard.
A big chunk of memory on a separate board (like the 4GB 360S flash board) connected by a 32 or 16 bit bus should allow you to drop to a single chip over time. Being on a separate board could allow you to redesign it (to take advantage of cheaper / higher capacity memory) on a whim without needing to touch the mainboard design. It's maybe not a great idea (split memory pools and all that) but it could get around some issues with putting lots of memory on the mainboard.