John Carmack on
id Tech 6, Ray Tracing, Consoles, Physics and more on PC Perspective is a
Q&A with the id Software cofounder and technical director. The conversation
focuses on very technical details about graphics engine development, sure to be
a help to anyone writing a doctoral thesis on the advantages of sparse voxel
octree-based technology. He also admits "the uncomfortable truth" that consoles
are the driving force behind game development, so "it’s difficult to set things
up so that you can do much to leverage the really extreme high end desktop
settings." He also talks about the pros and cons of multi-CPU and multi-GPU
systems, making it clear that problems taking advantage of these technologies
are due to bigger issues than simple growing pains:
Whether it makes
sense for gaming to have these thousand dollar graphics cards is quite debatable
but it’s really good for developers; to be able to target something high end
that’s going to come out three years from now by being able to pay more money
today for 2x more power. Certainly the whole high end simulation business has
benefited a lot from commoditization of scalable graphics.
Although on the down side it was clear that years back when everything was going
in a fairly simple algorithmic approach as far as graphics engines where you
just rendered to your frame buffer, it was easy for them to go ahead and chunk
that frame buffer up into an arbitrary number of pieces. But now there is much
more tight coupling between the graphics render and the GPUs where there are all
sorts of feedbacks, rendering to sub buffers, going back and forth, getting
dependent conditional query results, and it makes it a lot harder to just chunk
the problem up like that. But that’s the whole tale of multi-processing since
the very beginning; we’re fighting that with multiple CPUs. It’s the primary
issue with advancing performance in computing.