Bill said:
Also, I understand all about the predicated tiling.
I'm not so sure about that...
I just find it odd that at least first parties couldn't or didn't implement this in launch titles. Sure they didn't have final hardware, but couldn't they have planned ahead? I guess maybe not.
Obviously you are not a programmer in the games industry...
Try reading some accounts of the level of stress and pressure to finish
any large project today on time, much less one that HAS to meet a launch deadline for completely all-brand-new hardware that works different to anything released so far.
Programmers not only have to wrestle with the in-order, dual-thread, triple core main processor whose performance will suck if you program it the wrong way. It might be worth mentioning games traditionally have done EVERYTHING in ONE thread, because that was simply faster and easier than trying to divide it up. Fewer context switches on the CPU that thrashes the caches and kills performance, no juggling trying to synchronize threads, and no risk of creating any dreaded race conditions by mistake, and so on. Then, everything has to be debugged as best they can too of course, not a small task might be added.
Then on top of that, there's the GPU with its issues, like the "too-small" eDRAM and undoubtedly other quirks that all hardware has, but will be new since it is an all-new product that will be programmed closer to the metal than in a PC.
Launch games always suck. Did you see the launch games for the SNES? R-Type 2 for example was a flickery, sagging mess that slowed down pretty much whenever more than 5 guys were flying around the screen. Then, when programmers start to get a grasp of the hardware, things get way better. R-Type 3 was a particulary large jump from its predecessor.
Next xmas, games will be out for x360 that will put these to shame, and the ones the christmas after that will crush the launch titles and make them look like dog crap in comparison. Just you wait.