SenjutsuSage
Newcomer
Now your talking about something completely different from what the physical array is, i.e. some form of S ram or some form of D ram. Now you are talking about a memory hierarchy. Everyone has been talking from a "scratch pad" perspective, which means its not a cache, so you would only get a benefit for an L2 miss if the data is being held on the 32meg *ram block. At this point 28 or 32 cycles, if its S ram or D ram doesn't make a huge difference because either way your saving big against the access latency of the main DDR 3 memory.
If there is an L2 miss and the data is held on the DDR3 the *ram block wont help you, its not a cache.
What about a move engine moving the data from DDR3 to the SRAM? Or is it too tough to manage the data in such a fashion where you could, in more cases than not, usually make certain that the specific data you want to be accessed from the ESRAM is actually present inside before the data is needed? Or maybe the ESRAM is used in a much more limited, but still useful way, where you only use it for a very specific thing consistently.
Check out this powerpoint: Tiled Resources for Xbox 360 and Direct3D 11
http://www.microsoft.com/en-us/download/details.aspx?id=27854
Starting around page 12-16, it seems to describe a method that should be most useful on 32MB of ESRAM. In fact, it practically makes 32MB seem humungous. You have chunks of tiles that all fit within 64KB, and the way it works is that creating a tiled resource simply reserves a virtual memory range without any actual memory allocation. It wouldn't have to be fully resident in order to be used. The method would also allow for greater control over graphics resources. Tiles being 64KB would make managing resources easier also.
And using a residency manager, tile priorities are constantly updated as the camera in a game moves. They would basically be streaming this stuff in. The fine details are things I don't understand, but I'm sure developers do. And I believe tiled resources and ESRAM residency control are among the planned Durango specific DX11.x extensions.