Shifty Geezer said:I don't what low level access would be used on GPUs or the XB having only ever used the higher levels APIs and abstractions myself, but the fact MS have been having so much trouble with BC shows it's not straightforward. They themselves said it was a matter of different 'levels' and games written on the highest 'levels', which I take to mean going through the official APIs only, have BC out of the box, whereas other titles need to be worked on.
The difference between that and what might be appearing on PS3 is if the hardware is accessible on the same low level so if a program accesses something on the hardware level without going through an API, it still works correctly. If the previous-gen program is being translated bytewise and mapped onto a different hardware without any direct access to the hardware, that's pure software emulation. I don't know to what degree that is or is not happening on XB360, but I understand the API is key to MS's programming model (it was the DirectX Box afterall!) and would expect compatibilty to be focussed on the API rather than hardware-level compatibility.
Your first paragraph actually highlights the point that 360 BC is hardware based by virtue of the fact that some are needing more intervention than the others. Your point about RSX being able to to natively understand PS2 low level calls is not feasible: completely different hardware built in complete isolation of each other.
Where stuff like register calls are made directly then its more a case of having a the BC software layer make special cases for these and remap them to the new hardware. Think of something like "Bleem" which had a generic engine that mapped PS API calls on to DX calls, and then made special cases for games that stray a little. Where PS2 emulation may have an easier time is by virtue of the fact that it is more fixed function than NV2A.
However, the point being is that 360 emulation is a hardware process, other than there sliding a software layer between the application code and the hardware to remap / alter code pathways, and PS2 emulation on PS3 is likely to be very similar.