12.8/30 or 60 would get you around the numbers you specified.
Kind of. Though its not nearly as bad as it sounds. Its not like it only has only 200Mb available per frame, thats just how much can be transferred from the 1Gb holding pool per frame... And, its more than ps360 got, as their main mem bandwidth was destroyed by having to compensate the frame buffers and other bandwidth hogs via main mem bandwidth. Its why screen tearing was so horrible on those systems.
However, the most repeatedly used textures, will be kept in the leftover room of the edram, with a bandwidth in the triple digits, so even the heaviest hitting bandwidth hogs of texture assets are removed from clogging that bandwidth.
Correct me if I am wrong on this, but dont GPU's have built in cache on every SPU? I honestly dont know the specifics of this, but it looks like GPU's have texture cache memory, and that from the looks of the GPU pics, it looked as though the Wii U GPU has a lot more texture cache than the 360/PS3 gpu did. Basically this cuts down on the texture fetches from the main memory. On a frame to frame basis, only so many pixels will change, so the cache is there for those pixels that are not changing in the next frame. If anyone knows more about how this works, or if I am completely off base, please chime in.