Betanumerical
Veteran
The PS2 has 48GB/s bandwidth to it's frame buffer. Emulating that on a PS3 is impossible. Working around it means collapsing multipass algorithims into shaders. I could see hand coding solutions for a few games, but a general solution is just not in the cards.
Well bandwidth is not really a issue (as discussed in the other thread). That is because.
1. The RSX supports texture compression which the GS never did, this frees up bandwidth.
2. Splitting the objects / textures into both pools of ram nets 48GB/s of bandwidth, strange aye.