A look back Over the course of the past ten years at Ars, we’re proud to have run a ton of technical articles that people keep coming back to for reference and geek edification. Among our most popular articles have been those dedicated to the inner workings of popular game consoles, especially those from Sony and Microsoft. In this inaugural installment of Classic.Ars, a new series aimed at introducing Ars classics to newer readers, we take you deep inside the PlayStation 2, PlayStation 3, and Xbox 360. Sony’s PlayStation 2: the going gets weird Sound and Vision: A Technical Overview of the Emotion Engine PlayStation2 vs. the PC: a system-level comparison of two 3D platforms All the developer moaning about Cell’s challenges (more on this below) was just a repeat for Sony, as the arcane process of wringing performance from the PS2’s Emotion Engine and Graphics Synth chips was downright excruciating. And when you coupled the console’s unique architecture with its initial lack of decent English-language programming documentation, you ended up with a situation where desperate game devs would take whatever guidance they could get, even if it came from a relatively unknown website and was written by a guy… Read full this story
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Game Console Architecture In-Depth have 229 words, post on arstechnica.com at September 6, 2008. This is cached page on xBlogs. If you want remove this page, please contact us.