The bandwidth and VRAM capacity need to match the capabilities of the GPU - there's no point putting 8GB of GDDR6 on a Geforce 710 because it'll never manage to run anything at high enough resolutions to use that much capacity/bandwidth
Even more confusing: GPU workloads change over time. Hypothetically, some memory-hard cryptocoin algorithm can come out that would make a Geforce 710 with 8GB of GDDR6x the best machine ever. (Cryptocoin people seem to have fun making really weird algorithms with weird attributes).
In more video game-oriented tasks: there are various workloads that have different compute and RAM requirements. For example: texture compression/decompression is heavy compute but light on the RAM bandwidth and vRAM capacity. Programmers have
chosen to do texture compression as standard because GPU-compute strength is growing faster than VRAM bandwidth and VRAM capacity. And particular targets (such as game consoles or the iPhone) have an outsized affect on the programming styles / decisions of video game programmers.
So its a moving target. The society of GPU-programmers / video game programmers / artists create workloads based on the machine's capabilities. And then the GPU-designers create GPUs based off of the workloads that the programmers made. No one is really "in charge" of the future. It just sorta happens. Every now and then, the GPU hardware designers say "here's how we'll do things moving forward" (ex: Mantle), but then the low level software engineers still have to build something (ex: DirectX12), before it is adopted by the common shader / effects programmer.
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Every experiment to deviate from the formula in recent history has caused problems
XBox 360 had eDRAM that no one liked. Kinda different, but kinda the same.
There's lots of "good" designs assuming the programmers are willing to follow the new design. But if the
programmers don't want to, you end up with bad performance. I'm sure hardware engineers would love it if they could wave a magic wand and get all programmers to agree to a new methodology. But similarly: video game programmers want to wave a magic wand and get hardware engineers to build GPUs in the way they're already programming, without any "funny business".