Except that no chip with 32bit native color from recent history could store 24bpp in different alignment then 32bit, which means it eats up the same space as 32bpp. Even GS - which had a lot of consideration done in that regard due to same eDram limitations.Panajev said:1920x1080p back-buffer at 24 bpp ( no destination alpha ) and full-screen Z-buffer at 16 bpps would mean 10,368,000 bytes or 9.88 MB so I think 10 MB would suffice for them.
16bpp Z might be a bit tight for resolution that high and with sizes of games in the future, but I guess one could manage there. Though that means no Stencil shadows