Here’s some recent game graphics talks I’ve been enjoying.
First one is Carmack on Quakecon 2011 – it’s a very technical talk, but very interesting on how they do texture streaming on consoles, compared to pc systems.
Here’s the Q&A section, which is even more technical, but contains some interesting question on id’s coding style.
More recently, here’s DICE’s Johan Andersson talking about the graphics technology in Battlefield 3, which seems to be a perfected deferred-shading pipeline. It’s interesting to see which decisions they made in order to have certain effects stand out, and how they calculate the rendering budget for each scene. Talk starts of a bit generalised, but once you get to parts 2 and 3 he goes into more detail.