Not sure what you mean but you're a little off, so let's calculate the stuff out for once.
Isomorphic 16:9 480p is, err ... let's say at most 854 pixels wide. 409920 pixels in a frame. Tops.Six bytes per pixel is enough for Gamecube's "baseline" rendering with an RGB888 or RGBA6666 backbuffer and a 24 bit Z buffer.Code:Bytes per pixel | memory needed 3 1.23MB 4 1.64MB 6 2.46MB 7 ??? 2.87MB 8 3.28MB
Eight is what we would expect from a PC card, it would allow the Wii to get rid of the RGBA6666 mode, and the color banding with it, and bump up stencil precision without compromising Z precision.
48 bit / pixel is 2,34 MB,not 2,46 million byte.
The alpha is not useful in the fame buffer.The realy needed thing is the 8 bit stencil,and you have to accept that the remained 8 bit is not used for anything.
But the gamecube is not use 852*480 square pixelbut it use amorph pixels with a 640*480 resolution
So you need 1,75 MB in the case of ntsc.
The PAL resolution is 640*528, so you need 1980 kB.If you want 8 byte/pixel you need 2640 kB.And a totaly new memory controller with a brand wen texturing unit,and the texturing unit have to be complex for the backward compatibility.