Panajev2001a said:e-DRAM = VRAM, like on the GS.
I use VRAM = Video Memory, which in the PC domain means onboard memory, not on-die memory. Call it whatever you want. external GPU-only memory.
A 256 bits XDR solution would mean 512 pins ONLY for data lines running through the system's PCB which is IMHO absurd to ask in PlayStation 3.
Why do you think this is absurd? GDDR-3 on current generation desktop GPU cards utilizes 800 PINS! XDR is a reduction, and 128-bit XDR would have superior bandwidth to all known graphic GPUs and eDRAM in production (e.g. PS2 GS), with far less pins.
Keeping the front-buffer, the back-buffer and the Z-buffer all in VRAM and at 32 bits for 720p would take about 10.55 MB.
720p is a non-starter. By the time the PS3 ships, 1080p sets will be as cheap and ubiquitous as 720p sets today. And you forgot textures. Texturing from system RAM will suck, and contend with CELL.
4xFSAA would increase the size of the back-buffer and of the Z-buffer and the total VRAM requirement would become ~32 MB.
Great, another 200+ million transistors to fit on a die which already has 200+ million transistors allocated to 24-32 pixel pipelines.
DeanoC, there is no contented memory bus. The GPU would have its own private bank of XDR all to itself. If you mean, an ultrawide bus (2000+bits), it's not really "free". It just means that the bus is wasted for every pixel rendered which is not using alpha blending. Its spent transistors for a hypothetical workload. PS2's architecture drives one to want to utilize lots of blending, because thats what it does best, on the other hand, you can't utilize many textures. An archtecture where large scale texturing is cheap, but blending isn't, yields a different workload bias. One is not neccessarily preferred over the other. It depends on what you want to accomplish.