
After TomsHardware's coverage of ray tracing a little while back, they continue their overview of the rendering techniques that could replace, or at the very least, complement triangle rasterization as we know it today.

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."
John Carmack is a sexy beast........now hurry up and make doom 4 you silly rabbit, crysis needs some competition, dx11 doom 4 *drools*
No need Doom 4 to compete. Rage is enought. Crysis is all about the awesome textures and Rage Mega Texture will crush Crysis.
Halflife 1(goldsource engine, heavly modified Quake 1 engine)
Halflife 2(again modified Goldsrc engine and some copy from Unreal engines)
Cryengine(Another Heavy modification of Quake 3 engine)
Cryengine2("")
""3("")
Infinity Ward engine(Quake 3 engine modified adding HDR lighting effects and dynamic shadows)
So all company should kneel before John Carmack for his awesome work! Rage will demolish!
From what I'm understanding, Voxels literally represents the x,y,z axis in full volumetric space. However the drawback was storage space because something as simple as a single 1024 texture can take up to 4GB of RAM. They solved this by introducing "voxel octee", which by the artist can mesh and simplify incoming blocks on the 2D plane by distance and overall allow full control over the pixels drawn, which means that stuff like aliasing is a thing of the past with voxels.
However the problem is that even though voxel octee (or Voxel Ray Casting, (not tracing)) is expensive because that's alot of crunching power and man power needed to create an algorithm that can suit the artist's vision. (regardless of help from DX11's Tessellation) That and the ability to stream that many voxels while creating effective data structures that won't clog up the memory access. (again, the manpower thing).
The future is uncertain. Someone correct me if I miss something, or ****ed up somewhere.
WHERE IS KAKKOI to EXPLAIN ALL of THIS to ME!!!