Ars Technica heeft een aardig diepgaand stukje geschreven over de verschillen tussen de Playstation 2 en de PC op system level niveau. Er wordt uitgelegt waarom de Playstation 2 zoveel meer bandbreedte heeft en minder cache en wat de voordelen, nadelen en gevolgen zijn van deze verschillen op de performance en de aanpak die moet worden gebruikt om te programmeren voor deze machine:
Well, it seems I'm not alone in my struggle to understand the capabilities and limitations of one of the most painfully innovative pieces of hardware to hit the consumer market in quite a long time. I got some good feedback from PS2 developers who are also having a hard time with the new hardware. In fact, to get an idea of just how bad the situation is, check out this article on MSNBC, which discusses the difficulties that even the most experienced of console programmers are having in learning how to code for the PS2. When the programmers responsible for some of the greatest console games ever made say that the PS2's learning curve is steep, you know something's up.
[...] The PS2's approach is causing developers to rethink how they move data inside the machine. In a comment in the /. thread about my PS2 article, one ex-PS2 developer noted that the VU caches are too small to store a whole model or 32-bit texture, so programmers were pulling their hair out trying to figure out how to deal with the size limitation. He pointed out that one group that had had PS2 development units for a while took the strategy of constantly downloading textures and models into the VU and processors, instead of downloading them once, caching them, and working on them inside the cache. This approach was running the 10-channel DMAC at 90% capacity! This kind of aggressive use of bandwidth resources is exactly the kind of thing PS2 developers will have to do. Between the RAMBUS memory banks, the 10-channel DMAC and the 128-bit internal data bus, the PS2 has bandwidth to burn--what it doesn't have is internal cache. Currently, developers are thinking in terms of 3D cards with large on-board memory that can cache large models and textures, and modestly sized L1 and L2 caches for storing code and data.
Je kan het hele artikel hier vinden samen met allemaal mooie diagrammen .