ShootMyMonkey
Veteran
In the case of the PSP, it was seemingly the opposite. I don't know what the initial projections were for the chunk of room the OS would take up, but there was the fact that the early specs suggested 8 MB of RAM and then the final unit has 32 MB. Just so happens that the OS as it is reserves 8 MB.I wasn't so much using PS2 as a comparison (nor should we use PSP either), just mentioning that the OS reservered a chunk initially, but then requirements went down after Sony finalised the OS.
Now in fairness, on the PSP, you've got things like a web browser, music players, video players, etc. which are all part of the firmware package, so there's probably some space in that 8 MB that's reserved for the memory footprint of those tools (excluding content they view/play) whether they're in use or not because you do have the ability to step out of PSP games and go to the main menu and use pretty much whatever.
I doubt the core kernel itself really eats up much at all, and that's largely true of the reserved memory space on the X360. It's not really the kernel that drinks it all so much as the content it is has to (or is given the opportunity to) shuffle around.
How many render contexts are you thinking of messing with that 1 byte per pixel out of the framebuffers and/or rendertargets adds up to 64 MB? It's not as if you can ignore the 1 byte out of *every* DWORD that will ever be in VRAM.Oh oh, I have a great idea. Why not make a GPU that... can't write destination alpha and leave the 4th byte in all DWORDs reserved! - presto, 64MB extra memory.