«Doom Creator More Excited About Games Now Than Ever». IndustryGamers. 27 de julio de 2011. Archivado desde el original el 18 de marzo de 2012. Consultado el 1 de agosto de 2011. «'And we're in research for id Tech 6 graphics, content development…yeah, I’m super busy,' he said.»
maximumpc.com
«QuakeCon 08: id Tech 6 Will Utilize Hardware That 'Doesn't Exist Right Now'; Next-Gen Will Still Be Polygon-Based». Maximum PC. 31 de julio de 2008. Archivado desde el original el 3 de abril de 2015. Consultado el 18 de julio de 2015. «id Tech 6, for example, probably won't be coded in Java or any protected language. It also will be designed for hardware that doesn't exist right now. With new discrete graphics players entering the field (Larrabee, Fusion, etc), Carmack knows that the PC space is relevant, and that's where he'll be looking when thinking about coding his next engine.»
«E3 2008: The John Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!». Maximum PC. 15 de julio de 2008. Archivado desde el original el 8 de mayo de 2015. Consultado el 4 de octubre de 2015. «I still think there’s one more generation to be had where we virtualize geometry with id Tech 6 and do some things that are truly revolutionary. (...) I know we can deliver a next-gen kick, if we can virtualize the geometry like we virtualized the textures; we can do things that no one’s ever seen in games before.»
pcper.com
«John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more». PC Perspective. 12 de marzo de 2008. Archivado desde el original el 14 de marzo de 2010. «What John does see ray tracing useful for is a very specific data model he has created called "sparse voxel octrees" that allow him to store immense amounts of data in a fashion that is easily accessed using ray tracing methods(...) This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally».
«John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more». pcper.com. 12 de marzo de 2008. Archivado desde el original el 14 de marzo de 2010. «This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally.»
«John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more». PC Perspective. 12 de marzo de 2008. Archivado desde el original el 14 de marzo de 2010. «What John does see ray tracing useful for is a very specific data model he has created called "sparse voxel octrees" that allow him to store immense amounts of data in a fashion that is easily accessed using ray tracing methods(...) This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally».
«QuakeCon 08: id Tech 6 Will Utilize Hardware That 'Doesn't Exist Right Now'; Next-Gen Will Still Be Polygon-Based». Maximum PC. 31 de julio de 2008. Archivado desde el original el 3 de abril de 2015. Consultado el 18 de julio de 2015. «id Tech 6, for example, probably won't be coded in Java or any protected language. It also will be designed for hardware that doesn't exist right now. With new discrete graphics players entering the field (Larrabee, Fusion, etc), Carmack knows that the PC space is relevant, and that's where he'll be looking when thinking about coding his next engine.»
«Doom Creator More Excited About Games Now Than Ever». IndustryGamers. 27 de julio de 2011. Archivado desde el original el 18 de marzo de 2012. Consultado el 1 de agosto de 2011. «'And we're in research for id Tech 6 graphics, content development…yeah, I’m super busy,' he said.»
«E3 2008: The John Carmack Interview. Rage, id Tech 6, Doom 4 Details, and More!». Maximum PC. 15 de julio de 2008. Archivado desde el original el 8 de mayo de 2015. Consultado el 4 de octubre de 2015. «I still think there’s one more generation to be had where we virtualize geometry with id Tech 6 and do some things that are truly revolutionary. (...) I know we can deliver a next-gen kick, if we can virtualize the geometry like we virtualized the textures; we can do things that no one’s ever seen in games before.»
«John Carmack on id Tech 6, Ray Tracing, Consoles, Physics and more». pcper.com. 12 de marzo de 2008. Archivado desde el original el 14 de marzo de 2010. «This new data model and algorithm being worked on for id Tech 6 would allow, according to John, nearly infinite amounts of geometric detail in the world without the problems seen with tessellation engines or trying to store gigabytes of data locally.»