This thread is full of misinformation.
Whatever amount of RAM any device has, is nothing without the CPU that will actually process the information. Meaning, it doesn't matter if you have an unlimited amount of memory if your CPU is not processing it fast enough. Let's use an example:
Imagine we are playing a platforming game. To keep it simple let's reduce the elements of the game to: environment, character and music. When you first load the game, a certain amount of data is going to come from the storage device (optical, magnetic or solid), will be processed by the CPU, and sent to RAM. CPU means Central Processing Unit and it's not a coincidence, everything that happens in the device has to go through the CPU in one way or another. In this case, the CPU will be in charge of moving information back and forth from memory. So if you have a lot of memory and a slow CPU, your RAM is going to be bottlenecked and it doesn't matter how fast it can go because the CPU won't keep up. That's why frequency and timings in RAM matter.
Meaning that instructions that are in memory are just waiting to be fetched, decoded (or processed) and sent back to memory in order to be used by another part of the computer, like the GPU. Memory doesn't work by itself, it just temporarily stores data for the CPU to process. You need a really powerful CPU to actually make use of really fast RAM, otherwise it's just wasted.
Furthermore, the GPU will come into play when the information needs to be "painted" in the screen. Once again, this is an operation where the CPU is involved. When the player inputs something through the controller or any other device, the interface controller talks to the CPU which in turn submits the signals to all the relevant devices through memory. Was your input a jump? Well, now that input has to be fetched, processed, sent to RAM so the GPU can paint the animation of your character jumping and the sound interface can make the "jump" sound. Currently there is no way to go around this. Your CPU can bottleneck your really fast RAM and your really fast GPU because it can process it's data fast enough.
This diagram should better ilustrate the point better:
So as you can see the CPU is in the middle of everything and if it's not fast enough then it doesn't matter how huge is the buffer that you have on any side. Everything is related so what you want to do is avoid spending too much on any component that could be bottlenecked by another component because it's just a waste that makes the device more expensive and it turns out most gamers are price sensitive folk. The ones that aren't, play on PC (4X Titans and BS like that).
It sounds to me that you are a graphical designer and granted, a higher amount of RAM allows you to work with bigger images better but if you want to actually modify that image with say a filter that requires some processing, you won't be able to tell the difference between an i3 CPU with 16 gb of RAM and the same CPU but with 32 gb of RAM. It works the other way around too, though. It's a waste to have a really fast CPU with the minimum amount of RAM because then more reads and writes from static storage come into play.
Personally I think next gen consoles are not as gimped as PS4 and XBO where when they released (in comparision to what was available on the PC market back then). Depending on the price they could offer pretty good value.
But as always, PC is always an option although a bit more expensive which could tell anyone interested why consoles can't have the cutting edge. Instead they need to do their best to find the best balance between price and performance.