"Andy wrote an incredible paging system that would swap in and out 64K data pages as Crash traversed the level. This was a "full stack" tour de force, in that it ran the gamut from high-level memory management to opcode-level DMA coding. Andy even controlled the physical layout of bytes on the CD-ROM disk so that—even at 300KB/sec—the PS1 could load the data for each piece of a given level by the time Crash ended up there."
https://www.gamedeveloper.com/programming/memory-matters-a-s...
They ripped our Carmacks texture streaming stuff outta the engine years,ago though
> They ripped our Carmacks texture streaming stuff outta the engine years,ago though
I'm pretty sure they are still using texture streaming. There is no alternative to that.