Well I imagine any official BC from Sony would need extensive testing to make sure as many games as possible work whilst retaining the ability to detect the game in play and adjust itself accordingly as well as add game specific fixes to make the emulation proper. The PCSX2 emulator for PCs had alot of different options for specific games. While many of the game can be made to run properly, there are still runtime issues and of course the biggest problem of emulating the PS2 is the absurdity of complication the PS2 really was in design. At least I got Odin Sphere to run perfectly on PCSX2! Now I just need a controller!
It still kinda dumbfounds me to realize how weird the PS2's architecture (especially that for rendering) really was, and how held back it really was as well. No dedicated vertex/geometry hardware, no multi-texturing capability, only 32 MB of system RAM....ulgh my commendations to all the devs that had to work on it, and further commendations who made higher level effects like shadows (especially self shadowing), shaders, and reflections even workable on that mess. Considering true dedicated 3D geometry acceleration had been around for a couple years on the PC, it's weird that the PS2 didn't get it, instead opting for using the Vector units on the EE. And while the Dreamcast had a similar issue, the hardware did get to see geometry T n L later on in the form of the Naomi 2 arcade board with these specs gotten from
http://system16.com/hardware.php?id=725:
The NAOMI (New Arcade Operation Machine Idea) is also Japanese for beauty above all else.
CPU : 2 x Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : 2 x PowerVR 2 (PVR2DC-CLX2) GPU's - (under the fans)
Geometry Processor : Custom Videologic T+L chip "Elan" (100mhz) - (Under Heatsink)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte 100Mhz SDRAM
Graphic Memory : 32 MByte
Model Data Memory : 32MByte
Sound Memory : 8 MByte
Media : ROM Board / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 10 Million polys/sec with 6 light sources
Rendering Speed : 2000 Mpixels/sec (unrealistic max, assumes overdraw of 10x which nothing uses)
Interesting, being basically a doubled up DC with T n L and alot more RAM.