A couple of years back we talked on the phone with John Carmack during the period of excitement about ray tracing and game engines. That interview is still one of our most read articles on PC Perspective as he always has interesting topics and information to share. While we are hosting the PC Perspective Hardware Workshop on Saturday at Quakecon 2011, we also scheduled some time to sit with John again to pick his brain on hardware and technology.
If you had a chance to ask John Carmack questions about hardware and technology, either the current sets of each or what he sees coming in the future, what would you ask? Let us know in our comments section below!! (No registration required to comment.)
How can hardware developers
How can hardware developers in the most efficient ways, Reduce latency in the tech being developed now (Intel IB/AMD FX). Without more mem (L1, L2, L3).
HAHA I Know 20GiG of L1:)
PS. What is the next big meterial for trans switch tech (streched metal gate?)?
I BOUGHT ALL DOOMS AND LOVED THEM ARRGG!
If it’s all about bandwidth
If it’s all about bandwidth and the amount of data we can stream in the GPU:
Do you think there is a future for dedicated space partitioning fixed function hardware for programmable vertex pulling in the vertex shader stage and programmable voxel fetching in the fragment shader stage?
Is there any kind of future
Is there any kind of future in Anti-Aliasing?
Will SSD change programming
Will SSD change programming in the future?
Is programming language out of date for the hardware of the future?
Is there enough help/training/developers software for developers to write code for the hardware we have like apu, many cpu, gpu acceleration, 64bit, ect?
what is he excited about? what would he like to see research if money was not an object?
morning questions, yawn. should think more about this.
1. What contributions are
1. What contributions are Quakelive.com making to the progression of online gaming, netcode, and gameplay. What have they learned through quakelive being that it is the only service of its kind.
2. Because John is so integrated in the scene, looking into his fictional crystal ball, where does he see the FPS genre going. Example: If you were to travel into the future 2-5 years ahead, what would u notice that is different besides a linear upgrade of graphics and frame rates. Are there any suprises or evolution to the genre that maybe John can elaborate on.
is pci express 3.0
is pci express 3.0 significant or is it just another upgrade? Will it change anything significantly in software and gpu?
What are his thoughts on
What are his thoughts on DX11? Does it make a significant difference in the quality of graphics possible over DX10?
Ask him what its like to be
Ask him what its like to be the mad, pimp-daddy of first person shooters.
Can you ask John about his
Can you ask John about his thoughts on API overhead on Rage PC development?
He’s mentioned in recent interviews that even though high-end PCs have 10x more power than consoles, they are held back by API overhead.
He also mentioned that he was working with Intel, AMD and Nvidia to work out these issues.
Would DX11 and multi-thread rendering help with reducing this API overhead?
Many Thanks.
As a game programmer do you
As a game programmer do you have any preferences for the future of heterogeneous architecture in desktop gaming?
If you owned Microsoft what
If you owned Microsoft what would you do or change? this could be also google or apple?
You have to ask him what he
You have to ask him what he thinks about Euclideons “Unlimited Detail” engine. I’m really curious what he has to say about that technology. Real time point cloud data rendering raises allot of questions.