Which is BS because like I said, console games have more object pop in than anything.
That is very much a function of limited RAM, as is uber-fuzzy textures.
What I really hate is how it bleeds over, when that happens. Playing Divinity II (replay of ED, will be 1st play of FoV), FI, which doesn't suffer from many common console game issues, even though there's no significant popping (they fixed most of the, "why is it this way on the PC?" problems with early patches), there's tons of near-distance LOD fading, which is entirely unnecessary (for PCs), but exists even at the highest settings,
and it's one of those games where they traded pop-in for fade-out, such that revisiting a spot just after a fight, FI, may be disorienting, because the lighting and shadow quality changed, as more got loaded or unloaded while moving around in the fight (but, no distracting pop-in/out).
Also, it's hard to decide whether to stay with the Hunter's set, or go to a Wild Dwellers plus some uniques, again. Dweller's is more balanced, and allows me higher defenses, but less powerful, while Hunter's requires enchants to take care of its weaknesses, and has the ugly tattoo, but makes my character's butt look better (I see that view a lot while playing, after all). Tough decisions. At least they didn't go to the lengths of making the more powerful set use a chainmail bikini...some games have, and really, that's a level of cheesecake that makes it hard to enjoy playing. Now back to your regularly scheduled console v. PC thread...
I don't expect miracles, but lack of any of that would be very good, for the future, and 8GB should allow it to happen, where with last gen, it would have needed substantially different code bases and engine configurations, so many devs wouldn't do it.
They still have memory for the CPU and GPU separated by a slow bus.
Nope. They use the CPU's memory. With newer Intel HDs, they even share the CPU's cache. It's low bandwidth, but much faster than going from the CPU over PCIe to the GPU, then to the GPU's RAM, or the other direction. When the console devs are talking about the buses being slow, that's what they're talking about. Bandwidth is an issue, but a minor one, in comparison, since they can't opt to throw more power at it, like we can, and can't expect drop-in generation performance gains, like we can.
There are gpu draw calls, there are cpu draw calls, and there are cpu draw calls that affect gpu performance.
No, there are not. There are only CPU draw calls. It's the CPU that handles the API, and it's the CPU whose time is wasted waiting on all those calls to complete. Vista never gaining massive market share basically caused DX9 to have a longer life than it otherwise would have, else it would be less of an issue.