437 karma · joined April 21, 2020
> A suggestion from me is to provide sources, and also maybe an epub of this
What do you mean?
By the way, I'm always open to criticism ! (https://github.com/flipacholas/Architecture-of-consoles/issu...)
For this reason I humbly ask, if you find any mistakes, please report them here:
https://github.com/flipacholas/Architecture-of-consoles/issu...
That will make sure I don’t miss them, thanks!
> Showing the 'Xenon' revision (the first one), taken from my model from 2005. Xenon motherboards are also famous for being defective by design (they get too hot to play games with!). Remaining GDDR3 chips are found on the back.
Btw, I've replaced the bad links with archived ones. I triggered an archive of that site back in December just in case such great source would disappear, never expected to happen just after releasing the article!
Statements denoting speculation are started with words like 'presumably' or 'it is assumed that'.
I've also took an extra month to send the draft to many experts (part of whom are still active in the Xbox 360 scene) to gather feedback and make all the appropriate corrections. See the 'Changelog' at the end of the article.
I'm afraid I can only do so much. Just like you said, this is all voluntary work. I also keep a repo with all the manuscripts to correct all the mistakes after publishing any content (https://github.com/flipacholas/Architecture-of-consoles).
I don't know how else I could improve this, but I'm always open to suggestions.
I don't know what you mean with reorganization and editing.
(works better with accessibility tools, like text to speech; and translators)
There are also new PDF and EPUB editions here: https://www.patreon.com/posts/67035520 (it's a public post, I just needed a place to upload those files without consuming my hosting's bandwidth).
If you spot a mistake, please log an issue on the repo (https://github.com/flipacholas/Architecture-of-consoles) so I can review it. Thanks!
While it's true that the PS1 handles perspective projection through the GTE (as the GPU is a primitive rasterizer, after all) I don't think it's fair to call it 'faked 3D' since, in my understanding, 3D projection is another fundamental stage in the graphics pipeline (our displays are 2D grids of pixels, so we need to transform the 3D world into something it can be displayed there). Other consoles like the Nintendo 64 provided more capability on the GPU side (the RCP) which allowed to move part of the matrix operations away from the CPU chip.
Be as it may, I've seen the 'fake 3D' claim before and I'm starting to wonder if I'm missing something in my understanding of this technology, maybe someone can offer a third opinion?
P.S I'm the one that wrote https://www.copetti.org/writings/consoles/playstation which is referenced at the bottom of the article (the 'Other reading'), I'm glad the author found it helpful (or interesting)!
(ideal if you use accessibility tools, like text to speech, or want to read from an eBook or legacy browser)
If you spot a mistake, please log an issue on the repo (https://github.com/flipacholas/Architecture-of-consoles). Thanks!
Yes, this is what I wanted to emphasize.
My intent wasn't to say that the 'lack of z-buffering' statement was incorrect (it's still true), but that there's a fundamental issue behind it, the visible/hidden surface determination, and now it depends on the developer's implementation. I believe this is overlooked on non-technical sites.
With this, I just wanted to make it more informative for the reader. I don't think the question is if the PS1 has a z-buffer or not. Sure, z-buffering is a solution, but there's the reasoning behind it that I wanted to transmit it to the reader.
Anyway, that's just my opinion.
I Agree. My issue is that the other consoles also have a pipelined CPU and I'm trying not to copy-paste the same long explanation from other articles every time. So I included a link next to the PS1's pipeline description. I will try to reword it though. Thanks!
I'm not a web dev though, so I don't mind switching to a better pattern. Do you know a better one?
- A year ago, an old version of this article got shared in hn (https://news.ycombinator.com/item?id=22932134) and since then, google started positioning my site in their search results, and many forums started noticing the site. Yay!
- Fast forward, I graduated from uni, continued working on more articles in my free time, and with all the newly acquired knowledge, I decided to re-write the old PS1 article to make it much more informational and accurate - This is the one you are seeing right now.
- The rewrite wasn’t easy, though. Luckily, I found very kind and talented experts that lent me a hand, you can see them credited in the ‘Changelog’ at the end of the article. Curiously enough, we are still debating on Discord about some discrepancies regarding the main diagram shown in the article. LSI’s docs (the CPU manufacturer) and Sony’s docs contradict each other when they explain the layout of the CPU’s ‘main’ bus! But don’t worry about it, it doesn’t affect any statement in the article. It’s more of a need to have everything as accurate as possible.
Finally, I’m always open to comments, improvements, suggestions, anything really! I share the writings here (https://github.com/flipacholas/Architecture-of-consoles) to discuss improvements but you can also find my email in the site.
PS: The insight shared by developers in the parent thread is phenomenal.
For this reason, people have previously shared individual articles instead in hackernews.
- The series is currently in the process, see the ‘roadmap’ at the end (along with an explanation of the current state of things).
- The author is european and uses british english, ‘the crash’ it’s just a quick way to introduce that generation (have you clicked in any console?).
- List is grouped by ‘generations’, not whether they are ‘portable’ or ‘home console’. Again, that’s not the point of the series... you only have to click on one console...