Mmm, I do enjoy these guessing games.
Let's draw some broader outlines first, before going to performance numbers.
Okay, it's ATI this time. Full FP32 troughout. Not a clock speed monster, but a parallel computing power monster.
It'll have a very advanced HOS system. Capable of juggling at least 6 control point NURBS, coupled to dedicated tessellator vertex shader units.
The main vertex shader system is going to be beefy. Say at least 8 or 16 units. At least VS 3.0 capable (texture reads etc.), with dedicated hardware thrown at every operation imaginable, and with a large onchip F-buffer. (I don't know what's in for VS 4.0, otherwise I'd toss that in here.)
Then it'll have a scenegraphing system capable of multiple simultaneous scenegraphs.
The raw fillrate won't have to be ridiculously high for TV, but it'll have a big mama hierarchical-Z system (working very well because MS dictates a beficial rendering order in the API). It'll have at least 16X multisampling AA coupled to enough texturing power and caches to make it practically free always. It'll have, say, 16 pixel shader units, each at least 3.0 spec, and likewise very-heavy-duty computation-wise as the VS units (actually they'll be identical, and why not pooled together, all 32 units).
It'll have a dedicated post processor unit.
It'll all be on one chip, so that the VS/PS units can be pooled together. It'll share a 120mm slow-speed HSF with the CPU.
Right?