You can't not reserve memory BW, so it doesn't need to be explicitly specified. That is, for every clock the processors are working on the system, they can't be accessing the RAM for the game, which means those clocks of RAM access are lost to the game, regardless of whether the processors are actually consuming data or not. Or, if the RAM is capable of 2133 million transactions per second, and the processors are tied up for 10% doing system stuff, you can't then access the RAM 2133 million times in the remaining 90% of the second for the game.
I really don't see that separating out "bus time" and "GPU time" is useful, as they appear to be one and the same in Xbone. Similar thing for CPU, But even more so in the GPU as the esram BW is tied to the crossbar that is in some way tied to the ROPS which is tied to the clock and therefore the timeslice.
If you're doing a BW limited operation on the GPU then it's absolutely true to say that with a timeslice increase that your performance is increased due to a bandwidth increase. Because an increase in MBs of data transfer directly correlates to an increase in work done.
The mental gymnastics involved in claiming that being able to transfer more data per frame in a data-transfer limited operation is not equal to an increase in BW is puzzlingly insane, like a girl dumping you because "she just likes you too much ".
Fuck her, she probably just said that because you don't make out with her like her brother used to.
Anyway, I should end on the point that is *is* possible to reserve memory BW using a QoS approach, but that I've never seen any indication that 1Bone is using this. But I still had to say this.