The complexity of the far past is so small that it is inconsequential today. The PS1 was implemented in spare die area of the PS2’s USB controller. Time marches on and die space becomes free.
The complexity of the far past is so small that it is inconsequential today. The PS1 was implemented in spare die area of the PS2’s USB controller. Time marches on and die space becomes free.
Also, the “LA57” 5-level page table design has a little whoopsie: you can’t switch between 4 and 5 level page tables without exiting paged mode entirely.
Just to clarify - I don't think that Intel should retain 16bit mode, but don't think removing it would make a big difference.
This really confused me until figured out you weren't talking about the IBM PS/1 and PS/2.
But then, the PS2 console didn't have USB either, so I'm not sure what they're talking about.
Having a fully 64-bit way to bring up other CPUs would simplify that.
Even the new way (that isn't actually implemented AFAIK) just SIPIs into long mode code, it doesn't use the UEFI multicore stuff.
I think that besides that, some people are paid for complexity. That would justify the evolution of SW in the last 10 years.
Whoah, that is WILD. Any info about where I can learn more about this?
Under heading “I/O”
https://www.theguardian.com/technology/2013/dec/12/ps4-and-x...
> The PlayStation 2, meanwhile, had the original PlayStation chipset built in, so it ran pretty much any PSone title – and when that chip wasn't being used for backwards compatibility it doubled as an input/output processor, which was pretty canny.
The original fat PS2 including majority of the PS1 hardware physically in the machine. More and more of it got offloaded to pure software emulation with later model revisions.
I, too, would like to see info on this supposed "spare die space on the USB controller" claim. Because it would be really neat if true lol
Essentially the thicc PS2s include the PS1 chip and normally use it for IO and also for PS1 compatibility.