@MikeB
But why would you do that other than for some developer tests? Game engine executable code is usually tiny, why would you need that much CPU memory? It's the textures and audio which usually take much memory. So it makes much more sense for the RSX to take advantage of the XDR Ram than it would be for the Cell to use the GDDR3. Again low latency is important to CPUs.
'Local memory' = RSX memory, how about if it would like to help RSX?(Yes, I know it can do it by sacrificing its own memory with current setup.) Also executables today aren't that 'tiny'. Especially if you have IoE-system and they take even more if you need to use lots of branch predicting. Uhm, where do you put for example all geometry, objects info(AI, health & stuff), let me guess you use just random numbers to 'simulate' game? :)







