Though I do wonder what the deal is with the last question I ask in my 'new' edit.
Good luck, like getting blood from a rock. This is what I know: The Spring update offered some minor relief, with more significant relief this fall in regards to predicated tiling and such, although supposedly some of the updates (minor?) scheduled for 2006 slipped to Q1 2007. Since Dave doesn't answer my PMs ( ), my info comes from someone who works for a company like the ESRB who chats directly with developers (and has been spot on in the past). But getting any more specifics has been near impossible due NDA and a number of threads / questions on this issue in the past on this forum seem... to get the silent treatment
There is a lot... kind of out there. Gamerfest had a lot of good information, and brought up some issues (unknown to most of us) and resolutions/wip and such. I was kind of surprised that drawcall overhead was such a big issue considering this was something resolved to a degree in the Xbox1 early on in API updates. People rave about MS tools, but it does seem that Xenos (or, probably more fairly, the early launch) has posed some growing pains. i.e. 90nm hardware very early, but mature software APIs to follow (which their alpha kit strategy kind of emphasizes). I think the last we heard, officially, was some issues with predicated/automatic (never got a clear answer on any distinction?) tiling outside of needing to do an early Z pass and that (at some point early in 2006) there were still some issues with MEMEXPORT (streamout) and also datastreaming from Xenon while using tiling.
Of course Dave could come in here and clarify all my foggy memory and misteps
My question: When will we see the first game do a totally manual tiling engine? Ok, maybe I am being greedy... when will we see the first renderer that was built to be specifically, "Xenos-tile friendly"? The lack of exclusives and emphasis on middlware/multiplatform makes me wonder!