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the-pi-guy said:
1.)  I haven't actually looked into that much stuff about either, but is it possible it has something to do with latency or bandwith?  

 

2.)  I see your point, but yes they'd answer.  In fact they already did answer.  

Microsoft has responded to concerns over the potential use of its Kinect technology in relation to the US National Security Agency's Prism programme, saying that it would "aggressively challenge in court any attempts to try and force us to do so".

http://www.wired.co.uk/news/archive/2013-07/23/xbox-kinect-spying-statement

Whether they were being truthful though is a different matter.  

Not really sure why you had to add the for the record part, though. 

Ah. See I didn't know they'd said that.

In any case, SRAM's major advantage of DRAM is that it doesn't require a periodic clock tick to refresh the memory. I think it's something like once every 64 nanoseconds DRAM needs to be refreshed. But then the confusing bit is that the buffer is SRAM and the main RAM pool is DRAM, so you don't have to refresh your 32 MB buffer...but you do have to refresh your 8 GB pool of DDR3. Which is DRAM.

Confusing things even more, assumung the SRAM pool is a buffer, you're going to be accessing and refreshing it every few clock cycles, anyway. This is why the Wii U's eRAM is a couple tiny niches of SRAM for itty bits of special needs and HUGE chunks of DRAM for everything else.

The only thing I can come up with is that the eSRAM is a buffer specifically for Kinect, which is an important function you will want immediate access to, but won't be accessing that often. If that's the case, I wind up with the ridiculous conclusion that the Wii U has gen 8's best buffer.

WHAT THE?! I am just so confused.