The GOW Collection contains a lot of bonus content (videos) and these two folders - GOW1, GOW2; as well as these files: defaultSettings.cxml demo.packPS3 EBOOT.BIN GAMESEL.self GOW1.self GOW2.self Inside GOW1 + GOW2 folders is a file, gow1.psarc + gow2.psarc which contains all the assets and movie data. Hex editing some of the files such as athn01e.wad_ps3 still contains references to the PS2. Looking through the files it's quite clear they just ported it to PS2 and retouched some of the graphics files. The odd thing I find is since they had to recode stuff they didn't actual bother fixing the buggy code.
Correct, my mistake My direct knowledge of the ps2 is limited (I only got to work on 1 game). *Getting this out front, excuse my miss use of proper names. I'm kind of too lazy at the moment to look up the proper names to each part* Far as I know, the PS3 GPU bus is not fast enough to perform some of the actions ps2 games did to deal with the small vram/eDRAM. To give examples off hand I can't because it's mostly hearsay from other coders. There possibly could have been a way around all this using the SPU and it's high bandwidth between cores but the low LS Mem per SPU would probably hamper getting far with it. eDRAM is Vram, in this case (ignoring improperly labeling). As I said in my post, the problem is the bus (ie bandwidth) for the GS (Graphics Synthesizer/GPU).
Okay, thank you. I think I read some time ago that the RSX bus was a bottleneck (for VRAM read operations, if I remember correctly), but I hadn't expected it to be so severe.