That just goes to show you how utterly inefficient traditional hardware texturing is at this time. Sebbi's game could theoretically use far more detailed textures in that 50MB memory than a game using 1-2GB of RAM. All that's required for this is a large background storage and lots of artist time...
I am all for an approach like sebbi's work, but creating a new console featuring 50 MB of RAM sounds like a first class pain in the ass.And magic one-button procedural content creation.
Although don't worry, we will use it to play Tetris and Pong, and we will be able to launch missiles, like the PS2.
Come on.... Vast numbers of memory -and we are talking here about 4GB- is not a status symbol. It's the minimum we could expect for a console launched in 2014-2015.
You might not realize it yet, but you have a lot more freedom than most developers ever had if your console features 4GB of RAM.
As fine, stunning and amazing iD's, sebbi, and others work sounds, it isn't suitable for every game out there.
Battlefield will run fine with those features -yet it's not memory starved on PC and it shows-, but what about a game like Supreme Commander, a RTS game that gob ups huge amounts of RAM? There aren't any other examples I can think of, but I hope I've made myself understood.
Heck, it makes no sense whatsoever to use that insufficient RAM on a console anymore, regardless the new techniques being developed, but that's how the hype machine works.