Except we're not getting twice the densities and half the cost each node. We're getting small improvements, and people like nVidia saying node reductions aren't proving worth the cost; that is, they aren't getting any notable benefits. That's why PS3 is still on 45nm for Cell. It launched at 90nm in 2006 when 90nm was 4years old. 65 nm was late. Cell got a shrink in 2007 ASAP to get it to the intended launch node. With the slim in 2009, Cell was shrunk to 45 nm. And that's where they've stopped. That's effectively 2 node shrinks, ignoring the late start, over 6 years. On PS2, EE and GS got process shrinks every year. Whereas PS3 has had two. We're theoretically able to produce 22 nm parts, let alone 32nm, but we're not seeing the die shrinks. Why is this? Could it have anything to do with what the industry is saying about die shrinks not yielding the same benefits as they used to...?
So launching at 22 nm now means having virtually no process shrinks that can be relied upon, at least for several years until they are providing sufficient gains to make the transistion worthwhile (if that happens). However big and hot your chip is from day 1, whether made on 300 or 450mm wafers, is how big and hot it'll be on day 1500. Unless some other technology comes along to save the day, which is a significant gamble. Sony lost plenty of money believing 65nm would be available at launch for PS3. Imagine if 65nm didn't appear until 2010!
You should read
this to get a better understanding of our concerns.