The Perculator
Newcomer
That would only be an issue if devs had to keep their frontbuffers in eDRAM. Besides that sounding absolutely bizarre for a platform that can easily transfer buffers between eDRAM and GDDR3, developers have talked about using back/G-buffering schemes that take up nearly the entire 10MB (i.e. Halo Reach's 96bpp at 1152x720), so I'd be extraordinarily surprised if that were a real problem on 360.
there is a difference too large between the band of the two memories, go back to gddr3 at render time I see it as a big bottleneck for processing