88% is hardly every few cycles.
Edit: Also, wouldn't this kind of fluctuating bandwidth cause trouble for devs?
I should have been more clear. I was also going based on an interpretation that I read on beyond3d, as well as the article.
Actually - yes ^^.
I think this is impossible because every cycle is the same - suggesting something would only work 88% of the cycles doesn't make much sense...
I'm no expert myself, but it seems to be implying that there are cycles in which both a read and write are possible, meaning that not every cycle is the same all of the time.
However, with near-final production silicon, Microsoft techs have found that the hardware is capable of reading and writing simultaneously. Apparently, there are spare processing cycle "holes" that can be utilised for additional operations. Theoretical peak performance is one thing, but in real-life scenarios it's believed that 133GB/s throughput has been achieved with alpha transparency blending operations (FP16 x4).
Or even if there is a bit of confusion on my part, and all its really stating is that ESRAM, under certain scenarios, can demonstrate greater memory performance similar to the EDRAM on the Xbox 360, then we are still left with the same end conclusion, that ESRAM memory bandwidth performance is a bit better than originally anticipated. I also just realized that in the official Durango documentation that I'm looking at, the same alpha transparency blending example that's mentioned in the Eurogamer article was pointed out specifically by Microsoft as something that was possible thanks to the 32MB of ESRAM, so this doesn't entirely appear to be coming out of left field. I'm guessing this was originally an MS claim that, thanks to more final looking hardware, devs are now finding to have some real merit?