I was reading through the GDC SOE article on Gamasutra and I came across this paragraph -
Clarification is required. Are pushbuffers similar to the display lists used in PS2 hardware?
It's a shame that there was so much effort put into the porting of a mediocre game like State Of Emergency, yet MGS2 gets the quick five minute 'dash for da cash' port job.
Pushbuffers. Pushbuffers are the native rendering format of the Xbox GPU. When DirectX is used on the Xbox, the rendering instructions are converted into pushbuffers for execution on the GPU. A small subset of commands within the main render loop: draw primitive, z-writes, set vertexbuffer, select vertexshader, set pixelshader, etc, were reverse engineered to determine the resulting pushbuffer code. This was then used to develop an offline converter application that constructs a large pushbuffer for the whole level. Each object in the pushbuffer is preceded by a null operation (NOP), which is conditionally set as a NOP, if the following object is visible, and a jump, if the following object is not visible. The concept is similar to "execute buffers" rendering techniques in DirectX 3.0. This pushbuffer technique resulted in a reduction in the CPU set up time required for the rendering, essentially halving the frame time.
Clarification is required. Are pushbuffers similar to the display lists used in PS2 hardware?
It's a shame that there was so much effort put into the porting of a mediocre game like State Of Emergency, yet MGS2 gets the quick five minute 'dash for da cash' port job.