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[PC Perspective] John Carmack Interview: GPU Race, Intel Graphics, Ray Tracing, Voxel - Page 2

post #11 of 56
Already seen that^. Was very intresting smile.gif
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post #12 of 56
Drivers...all comes back to the drivers...
post #13 of 56
Quote:
Originally Posted by rocklobsta1109;14598060 
God he's so smart. His understanding of graphics tech is mind blowing. Watch the machinima.com history of iD tech on youtube if you get a chance, good story

edit: link to history of id software...http://www.youtube.com/watch?v=7YreEwtV7D0

He pioneered a good amount of graphics techniques, or at least championed them into mainstream. He's probably one of the best graphics programmers in the industry, and great it most other game programming fields as well I would imagine (networking, AI, physics, etc...)
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post #14 of 56
It all comes down to efficiency vs raw power.Too bad hybrid solutions need both eh?

His type of rendering just caters towards the console architecture , but it doesn't mean that there wouldn't be things that high IPCs cannot overcome.
Edited by chia233 - 8/15/11 at 10:43pm
    
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post #15 of 56
Quote:
Originally Posted by lordikon;14597495 
Percentage of OCN that understand what he's talking about? 5%

Percentage of OCN that pretend they understand what he's talking about? 50%

Its more like what portion of john's interview do OCN understand? 50%

For example I only know about Monte Carlo iteration because of my degree in engineering but i have no idea about 'fencing' and such.

It was a really interesting talk nonetheless!
post #16 of 56
Quote:
Originally Posted by chia233;14598165 
It all comes down to efficiency vs raw power.Too bad hybrid solutions need both eh?

His type of rendering just caters towards the console architecture , but it doesn't mean that there wouldn't be things that high IPCs cannot overcome.

It doesn't sound like it. He did stated he fools around a lot with R&D that consists of PC hardware. Most of the methods, OpenCL, Ray tracing, things that he favoured, are not tech that is widely used by consoles by my understanding. What favoured the consoles was the texture updating cycles being significantly more efficient then current gen PCs (memory).

If anything, it just reassures PC platform driver teams that if they still want to keep their PC market, they are going to have to fix their drivers. The issue with desktop hardware is the inefficient use of memory. Instead of addressing the problem, they just pump out more memory, faster bus, more cores, etc., rather then fixing the underlying issue entirely.

They had it coming to them imo. Now they just need to go back and fix their drivers.

These other methods he was discussing were about efficiency and easibility coding. It really sounds like iD has this mentality of producing 16ms (60fps) titles which is definitely a +1 in my book. Developers care for efficiency, and current PC practices are not offering such.

In a sense it does favour console use, but it doesn't quite sound like he favours consoles over PCs. If anything, I hope AMD/Nvidia/Intel watch these videos and take from it what they are really lacking in...drivers.
post #17 of 56
I think Carmack is a hero to a lot of gamers/programmers. You don't necessarily have to understand everything he says in order to admire him, and want to watch his interviews.
post #18 of 56
If anything, AMD/Nvidia/Intel should have Carmack visit their headquarters and let the man show them how it's done.
post #19 of 56
Quote:
Originally Posted by Domino;14598367 
It doesn't sound like it. He did stated he fools around a lot with R&D that consists of PC hardware. Most of the methods, OpenCL, Ray tracing, things that he favoured, are not tech that is widely used by consoles by my understanding. What favoured the consoles was the texture updating cycles being significantly more efficient then current gen PCs (memory).

If anything, it just reassures PC platform driver teams that if they still want to keep their PC market, they are going to have to fix their drivers. The issue with desktop hardware is the inefficient use of memory. Instead of addressing the problem, they just pump out more memory, faster bus, more cores, etc., rather then fixing the underlying issue entirely.

They had it coming to them imo. Now they just need to go back and fix their drivers.

These other methods he was discussing were about efficiency and easibility coding. It really sounds like iD has this mentality of producing 16ms (60fps) titles which is definitely a +1 in my book. Developers care for efficiency, and current PC practices are not offering such.

In a sense it does favour console use, but it doesn't quite sound like he favours consoles over PCs. If anything, I hope AMD/Nvidia/Intel watch these videos and take from it what they are really lacking in...drivers.

This is why x86 has to be smart with memory management because DDR has the inherent advantage of efficiency but is lacking on the raw power of XDR.

Drivers will always continue to improve , but maybe not at the pace of Carmack's liking because the amount of firehoops the driver has to go through is significantly more than that of consoles.The underlying issue is not easy to fix , raw power is a bandage solution ; though it'll probably be nullified by a super bandage when we get to graphene based PCBs.

IMO if each dev , programmer and engineer has even half the knowledge of one another , we'd be seeing a more efficient and powerful architecture already.
    
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post #20 of 56
Good interview though!
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