I do agree that the Xbox has a more advanced architecture than PC\'s, but a UMA also has its problems. As I stated before (but wasn\'t able to back that up), I can finally put my whole concerns into words.
Imagine the memory within a UMA as a big bucket that can store 64 MB. While 6.4 GB/s does seem lika a lot of bandwidth, don\'t forget that CPU, GPU and Sound-Processor all have to get their data via that same bus. While the Sound-Processor does not take all that much of data, CPU and GPU do. All the bandwidth is needed when CPU processes the images and stores any changes into the "bucket" (RAM) again. So lets check what kind of data we have travelling over the 6.4 GB/s bus:
1. Textures that are read by the CPU -> out of the RAM
2. Changes made to the textures -> back into the RAM
3. Sound data that are read by the SP -> out of the RAM
4. Any executable code, read by the CPU -> out of the RAM
5. Changes and data that is saved -> back into the RAM
I am sure there are heaps more data that is required to be shuffled out of the RAM and into the RAM again. So, question: is 6.4 GB/s still a lot of bandwidth? And getting back to textures capabilities of the Xbox:
Any image that is presented on screen has to be processed and changed to the view that you will see that texture from on screen. Example: If you have a cube that is standing straight infront of you, one texture filling one side will be in a square-form and unchanged. However, if you turn the cube just slightly in any direction, that texture will stretch or turn depending on how the object is now standing. This means, that the texture just can\'t be read, it needs to be processed and turned into that new image that fits the object perfectly. Where is this data stored in a UMA? Of course, in the only place, the one and only RAM. This means, data needs to be stored again in the RAM, needs to travel through the bus twice (unprocessed out of the RAM, back into the RAM processed). Again, I will note that the Xbox only has a bandwidth of 6.4 GB/s, where as PS2 has a 48GB/s bus to do stuff like this. Note that I am not critisizing the Xbox in anyway, but just getting back to my last statement, why UMA is causing some problems to developers. Above are probably the main reasons why. Of course, Xbox still has an edge over the PC architecture, but so does PS2 too.
My conclusion is simple: UMA is great to give developers lots of freedom, but it also requires high bandwidth. I have high doubts that 6.4 GB/s are enough (above are the reasons why), plus memory efficiancy isn\'t that high (original and processed textures are both within the memory) as with say PS2.