
These are a copy of the slides from the "End of the GPU Roadmap" keynote talk by Tim Sweeney, CEO, Founder, and Technical Director of Epic Games, at High Performance Graphics 2009. In the talk Sweeney speculates on the rise of a new graphics pipeline based on Reyes micropolygon rasterization.

Microsoft announced its financial results for Q3 of fiscal year 2026, including an update on its gaming Xbox business and more.
Not looking good. Hopefully Asha Sharma is able to turn Phil’s disaster around.
To me it's still quite remarkable how they can cash-in 5.3bn in revenue in a single quarter, since their hardware is basically dead.

Thanks to the slip-up of an artist working on the title, we now have more evidence that a new Injustice game is in the works.

Spiders: "We're going to cut straight to the chase so you're not left wondering: After a long period without clear answers, we have received confirmation that Spiders is being liquidated.
What does it mean? This means the company as a whole no longer exists. We'll cease our functions immediately. The planned DLC will release via Nacon, and then-- well, that's it.
We're sorry that it's come to this and would like to thank each and every one of you for your support over the years.
If you have any questions or run into issues with your games, please contact Nacon directly as we'll no longer be able to reply."
Seems like there's really not going to be a new console till 2014 if even Epic doesn't think they can have an engine ready before that. Good read anyway, at least what I was able to understand.
OMG software rendering via CUDA = Unreal Engine 4. WoW software rendering back to business! But to hard to develop in CUDA!
Larrabee tech (according to this presentation) is very similar to the Cell tech. Vector based, multi cored/parallel technology. The main difference is the L2 cache on the Cell is a lot smaller.
This guy knows what he's talking about. He's not even tooting his own horn but encouraging everyone to start building this engine for the next generation. Good stuff.
The question is: will the new Unreal engine have the same artificial shinning plastic look as the old one, or will be able to compete with others engines that we have around, that don't have this problem at all.