I don't even know what the hell that rambling wall of text is supposed be.
Our company being one of the largest developers/publishers working on the original Playstation our engineers worked directly with Sony on the design of the PS2(and the PS3). The PS2 was our dream console.
It is such an elegant machine. It was able to put out graphics that were just as good for all but a few areas like multipass rendering and AA as the Xbox while easily surpassing it in areas like frame buffer effects(one of the major reasons the Xbox couldn't handle the Metal Gear port from the PS2 without bogging down) and physics calculations for animation thanks to the insane floating point power in the PS2. And all this while the manufacturing cost of the PS2 was roughly half that of the Xbox 360.
It really is bizarre to read someone who has never worked on a real console game spew a bunch of techno babble.
The PS2 and PS3 are almost identical hardware designs that are almost perfectly designed to maximize graphical power with the absolute minimum hardware costs. The only exception being the Blu-Ray drive which was very new tech compared to the PS2 more mature and cheaper drive tech.
It really is strange to hear desktop PC game programmers cry about how the PS2/PS3 isn't exactly like their desktop PC and how they can't just dump their code designed for a completely(and massively inefficient) architecture like the standard x86 desktop PC is.
The main engine starts off on the EE/PPU. Does basic setup. Loads tasks into the VUs/SPUs. The heavy lifting tasks on the VUs/SPUs start firing away asynchronously while the main engine continues along with the less computationally heavy game code. As data in the VUs/SPUs become ready for rendering, that data is DMAed over to the GS/RSX.
Over time you continue to maximize the parallelism going on and get to the point where all three parts of the PS2/PS3 are cranking away at their respective tasks. Thanks to the bus architecture of the PS2/PS3 this happens with a minimal amount of bus contention slowing the system down. It is always funny to hear some PC programmer or someone on the Net parroting them crying about the split bus architecture and how they can't just dump everything into one big block of memory.
That amazing design by Sony is the PS2 was able to put out graphics that were so close to a machine that came out a year later and had components that cost roughly twice as much.