John Carmack on raytracing, sparse voxel octree, Larrabee, hybrid approach, multiple GPUs, physics C

Source: Internet
Author: User
Mark spoke. Source of the original article.

Summary:
1. It is unrealistic to expect ray tracing to replace Rasterization in the next era, Unless intel uses the processor performance heap (Larrabee, I don't expect it, not to mention the processor design, however, developers are not well trained ).
2. Do not make sense of the effect, and make a "good-looking" effect is the right way for the game (blog arguments: halo3 vs bioshock or halo3 vs crysis ).
3. There are still prospects for the mix of ray tracing and Rasterization. The version of The ry of mega texture (sparse virtual texture) is sparse voxel octree. With a reasonable data structure, the use of ray tracing to a certain extent will bring a lot of interesting results.
4. Multi-GPU practices, but restricted by console-based practices in the industry
5. Take ageia for details.
6. NV, Intel, and AMD. Who can listen?

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