Note that color and z buffers are quite highly compressed typically when using MSAA. In theory, it would be possible to split the buffers, so not all data would need to be on-card while still giving decent performance (say, for each compressed tile, only half the memory is on-card, the rest is placed in system memory - so only very few accesses should happen to system memory not hampering performance too much). However, no card can do that AFAIK, guess too much additional hw logic would be needed to make that worthwile to implement.