Paul... Yellowstone is not available yet in ANY board, in any segment... the technology is NOT yet mass-produced... and we are already ~mid 2003...
Adding more memory would also mean to increase the size of each DRAM Macro which might or might not be possible...
Right now we are talking about dual channel with 2 DRAM Macros per channel... achieving 25.6 GB/s ( 64 bits memory controller configuration and 3.2 GHz signaling rate... also did I mention the data busses are bi-directional ?
) ...
256 MB of Yellowstone DRAM following this kind of set-up would mean: 64 MB DRAM Macros which means 512 Mbits DRAM Macros...
Of course they might add other chips without increasing the "total" data bus width of each channel... still to bring it down to 128 Mbits Macros level we would have... 8 DRAM Macros per channel ( 16 DRAM Macros in Total )... still this would mean longer traces for the data bus plus I do not know the efficiency and power characteristics of Yellowstone when we have 8 modules per channel...
Yellowstone IS NOT regular RDRAM: the address bus is no longer multi-plexed with data, data bus is bi-directional, signaling rate achieves ODR levels, etc... and again, this memory has not been mass-produced as of yet ( limited volume even by PlayStation 3's launch )... You cannot look at reduction of PC800 and PC1066 RDRAM to guess Yellowstone's price in 2005...
Repeating ( sorry I am in "broken record" mode
) we HAVE e-DRAM on both Broadband Engine and Visualizer... even with 128 MB of external RAM, the total RAM would be 256 MB...
I would not call 256-384 MB ( 384 MB counting 256 MB of external RAM ) a primitive and limiting amount...
PlayStation 2 has 32 MB of external RAM and 4 MB of e-DRAM and 4 MB of SPU2 + I/O CPU RAM ( 2 MB of SPU2's RAM and 2 MB of I/O CPU's RAM )... a total of 40 MB ... 384 MB is still 9.6x that amount and we are not including PlayStation 3's Sound RAM which I believe will be aseparate memory pool...
PSX had ~ 4 MB of total RAM... PlayStation 2 has, in total, only 40 MB of RAM which means ~10x PSX's RAM...
I think my >9.6x increase ( you have to factor in Sound RAM still ) is more in line with the increase in RAM PlayStation 2 had over PSX...
And 64mb Vram for the GS3? Im not sure that will be enough
Uhm... the current GS has 4 MB of 48 GB/s e-DRAM... the Visualizer has 64 MB of ( assuming 1 GHz clock-speed ) 128 GB/s e-DRAM... plus the Visualizer has 2 MB of Local Storage ( 128 KB of Local Storage for each APU ) and we have Image Cache ( 1 for each PE in the Visualizer )...
Basically we are talking about 16x of e-DRAM which is also 2.67x faster and we are not considering that this time the Visualizer might support Texture and Color Compression which would increase the effective bandwidth of the Visualizer... with the programmability of the PEs I'd expect some programmers to implement fast VQ decompression in software if they use some other form of Texture Compression Scheme
In that case the Local Storage in each APU could also be used as a small texture cache... ( containing compressed textures [or part of them
] that are decompressed and fed to the Pixel Engine or the other APUs that run the Pixel Shading programs... ).
Even talking about 1280x720p ( also known as 720p widescreen... it would be 1024x720 if we were talking about 4:3 full-screen resolutions ) and dual-buffering ( back buffer at 32 bits and front-buffer at 24 bits )... and 32 bits Z-buffer too...
(1280 * 720 * 4 bytes/pixel ) + ( 1280 * 720 * 3 bytes/pixel ) + (1280 * 720 * 4 bytes/pixel ) = ~9.67 MB
This would leave 54.33 MB of RAM for textures ( or for FSAA/MSAA and textures
)... and this is compressed space potentially.
Also... 128+ GB/s of e-DRAM bandwidth... it doesn't look bad to me