4 ms·
I don’t understand why you put PS2 as part of an era of synchronous rendering. It’s the epitome of asynchronicity: it exposes multiple DMA channels to send data
by enqk 5y ago
I don’t understand why you put PS2 as part of an era of synchronous rendering. It’s the epitome of asynchronicity: it exposes multiple DMA channels to send data and commands to the vector units and the GPU and good use of that parallelism was advocated to devs a big deal
- raphlinus 5y agoWhat would you suggest instead, as a well-documented system? I considered a few, but went with PS2 because of the excellent analysis. My understanding is that it's asynchronous from a programming model, but close to synchronous when it comes to timing, because the queues are pretty small. I could have this wrong though.
- nyanpasu64 5y agoAlso the PS2 is closer to 20 years old, not 30. Unless I'm missing something (20 year old console using 30 year old rendering)?
- raphlinus 5y agoGah thanks, I will fix this. Originally I had an SGI Indigo, but I switched away from it because there isn't anywhere nearly as good a description of its architecture as copetti's on the classic consoles.