The Black Art Of Video Game Console Design [better] -

Every console is a war between ambition and physics. The Black Art of thermal design involves a grim ritual known as the (Thermal Design Power). You have a beautiful, powerful chip that can run at 3.5 GHz. But at 3.5 GHz, it melts your plastic casing and sounds like a jet engine taking off (see: PlayStation 4 Pro).

To run PS4 code on a PS5 is not to emulate it; it is to simulate the ghosts of transistors past . The PS5’s GPU is radically different from the PS4’s. The PS4 had a specific "wavefront" size and a primitive geometry engine. To run old code efficiently, the PS5 has to pretend to be slow. The Black Art of Video Game Console Design

Managing on-screen objects, tile-based graphics, and reducing flickering. Color Palette Management: Every console is a war between ambition and physics

This is the first act of black magic:

The PS2’s EE (Emotion Engine) had two VU0/VU1 vector units that could act as either coprocessors or additional DSPs. The black art: using VU1 as a primitive vertex shader while simultaneously feeding the GS (Graphics Synthesizer) through a 2048-bit internal bus. Most developers failed; those who succeeded (e.g., Shadow of the Colossus ) achieved foliage rendering that still astonishes. But at 3

A console is essentially a high-performance heater that needs to fit under a TV. The design process involves:

We argue that console designers have a to leave a “Rosetta Stone” document—not full schematics, but a list of intentional timing quirks. None ever do.