While PS3 has more than enough system bandwith to satisfy the RSX, the breakdown of the memory itself is a problem. If reading and writing to the backbuffer is taking up most of the bandwith to the GDDR pool then devs would want to put textures into the XDR pool. But that would end up leaving a hell of a lot of the GDDR memory unused. At best I could see devs multi texturing with half the textures in one pool, and half in the other.
It really looks like they are betting on developers using long pixel shaders.
It really looks like they are betting on developers using long pixel shaders.