I was watching this video by ArsTechnica, interviewing Andy Gavin from Naughty Dog, who goes step by step explaining how he defeated some of the limitations of the Playstation software development interface.
This interview is interesting given the recent discussions we've had about the importance of loading data into memory today. It's interesting how relevant it was to games of the PS1 days, where the ability to control memory flow had a direct impact on the ability to texture surfaces in zones of the game.
I hope you find this interview insightful.
Oh this is very interesting and insightful, what a coincident because i am now doing some research on how memory bandwidth, iO and memory management affecting the end result of the performance of games. Probably Mark Cerny's , Ice team (Naughty dog/PS3 programer team) and most Sony team has been doing research on this and made some big impact on how ssd's worked on PS5 design.
Glad you found this, thank you so much.