i think the bigger problem than the RAM was that Xbox One was designed with knowledge that it would be technically weaker than the PS4. Which was foolish. Why even provide that inherent advantage? I think 32 ROPs, 1152 Shaders, 18 CU would still whip Xbox Ones ass even if PS4 only had 4GB... and the PS4 would be EVEN cheaper... think about that.
I don't think MSFT knew what set-up Sony were to use.
But they are somehow lucky as you are pointing out, Sony could have shipped a system even cheaper and still competitive. KZ:SF was clearly designed for a 4GB system. With regard to execution units and bus width they may also have done significant cuts and still be competitive, UMA grants the system a consistent advantage, it is obvious looking at how much RAM guerilla uses for its various renders targets, I don't think they are doing for the sake of using lots of ram, it might have performances benefits.
Instead they built a box that required that they remove graphical prowess from the system and added in a "solution" that still doesn't deliver...
I don't think that not delivering the PS4 performances or meeting with any arbitrary performances figure is the issue. To be fair I think that a vanilla UMA design as found in the ps4 is impossible to match as far as convenience is concerned.
One more serious issue may be how they balanced ROPS and ALUs in the design as well as the bandwidth between the GPU and the scratchpad memory. It might be the biggest difference with the 360 imho. The smart daughter die and the 360 was design to draw things, pretty much everything that fit the edram worked as a charm. The big issue I see with Durango is not that it is not an UMA design but that actually working within the limited amount of space granted by the scratchpad comes with no advantage versus working within the roomy ps4 ram. You don't benefit from more bandwidth, actually the ps4 has twice the ROPs with the associated cache. Actually the PS4 will most of the time be a lot faster at drawing things.
In my eyes that is where the issue is. Cerny said that hesitated between a system akin to a reworked 360 with lots of slow RAM and ultra fast scratchpad and an UMA design with fast RAM. Sony chose the later, MSFT
did not chose the former the scratchpad while greatly limited in size offer no benefit (~) versus the V-RAM you find in most shipping gaming GPU.
Looking at costs, the scratchpad did not save MSFT the use of a 256bit bus and fast and costly form off DDR3. Wrt to cost saving it is also falling short.
Gotta wonder what the cost projections were if they had gone with an on-package, off-die approach with eDRAM again, especially considering how node shrinks are slowing down and becoming more expensive.
Also wonder what the trade-offs (cost/die-size/bandwidth) would have been with a true cache as opposed to scratchpad...
I wondered about it and I will take 3dilletante's (and others) words for it, pretty much only Intel could have provided such an elegant solution and it might still have ended at a performance deficit against the PS4 UMA backed by 176GB/s of bandwidth.
I think the issue with Durango is whereas it embarks an actually big amount of scratchpad you get none of the usual advantage associated with scratchpads aka really high bandwidth. In my simple word I would say that Durango is not as fast at drawing stuffs as what you would expect from a chip that has access to 32MB of on die memory. The deal should be "once it fits the scratchpad performances should never be a concern" that the promise behind scratchpad, I think it is not delivered.