I just found a very long interview.... 10 days old, but I didn't find it posted, so here it goes.
http://www.pcper.com/article.php?aid=532
In recent months a lot of discussion has been circulating about the roles of ray tracing, accelerated physics and multiple-GPU configurations in the future of PC and console gaming. Here at PC Perspective we have heard from Intel on the subject many times and just recently sat down with NVIDIA's Chief Scientist David Kirk to discuss the ray tracing and rasterization debate.
Many of our readers, as well as comments across the web, asked for feedback from the developers. It makes sense - these are the people that are going to be spending their money and time developing games to sell on next-generation architecture so surely their opinions would be more grounded in reality than a hardware company trying to push their technological advantages. With that in mind, we spent some time talking with John Carmack, the legendary programmer at id Software famous for Wolfenstein, Doom, Quake and the various engines that power them. What started out as a simple Q&A about Intel's ray tracing plans turned into a discussion on the future of gaming hardware, both PC and console, possible software approaches to future rendering technology, multiple-GPU and multi-core CPU systems and even a possible insight into id Tech 6, the engine that will replace the id Tech 5 / Rage title.
The information that John discussed with us is very in-depth and you'll probably want to block off some time to fully digest the data. You might also want to refresh your knowledge of octrees and voxels. Also note that in some areas the language of this text might seem less refined than you might expect simply because we are using a transcription of a recorded conversation.
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