Are you serious? MY bias? If anything, all of my previous articles on the topic have leaned towards ray tracing being the superior long term option.
Regardless, my pont is perfectly valid and correct. See these quotes from Dr. Kirk:
This all points to work that hardware and software developers have done over the years to overcome those inherent draw backs that rasterization has for for some rendering. (To quote Dr. Kirk again: "Rasterization is blisteringly fast, but not well-suited to all visual effects.")
Point 1 is that rasterization uses hierarchical structures to cull and avoid visiting invisible triangles, but that is as much of a workaround as the ray-tracer's reliance on its own form of accelleration structure. Dr. Kirk pointed out that neither method is truly ahead in this regard.
Point 2 is an admission that rasterization can approximate various effects pretty well. All graphics is approximation, so it's not really boosting either method over the other.
Point 3 is a sign of the work done for rasterization, but it is also a recognition of the market. It doesn't necessarily reflect an inherent valuation of one method as being superior or inferior.
Point 4 is a special case of specialized hardware vs. generalized. One possible interpretation is that rasterization at present is very amenable to running on more power-efficient hardware.
His overall argument seems to be that ray tracing is useful, but it doesn't work miracles. It has a number of advantages, but it has costs that can seriously impact its usefullness in dynamic scenes at real-time frame rates.
If anything, I think the tenor of your statements insinuates a level of bias I didn't see in Kirk's statements.
You go out of your way to say how Nvidia's monetary interest is in rasterization, both before and after your discussion with Kirk.
What are we supposed to assume from that? That you aren't implying Kirk is a corporate shill and so his points must be suspect?
What did he say that's so unheard of or unreasonable?
Ray tracing for much of the rending workloads we have is slower.
Both methods use hierarichal methods for culling or accelleration.
Both scale the depth of their approximations to achieve speed.
Both wind up using a lot of common hardware.
Both have different strengths and weaknesses.
Both will likely be used in the future.
GPU hardware is capable of ray tracing, and there are methods for increasing the applicability of raytracing using the same hardware as most of the GPU.