Not all discussion here is console warring, but currently it is close. It would be great to hear any bits you would like to share that wouldn't fan any flames. Or maybe just some salient points to keep in mind as we move into next gen tech.
From a systems rendering perspective, which I work on, here are some references everyone should become familiar with:
James McLaren's Tomorrow Children talk from GDC; original can't be found, summary here, for directions in realtime GI updates: https://www.gamasutra.com/view/news...xel_cone_tracing_in_The_Tomorrow_Children.php
Alex Evans' Dreams renderer talk from SIGGRAPH, for approaches to non-rasterization based rendering, not to mention implicit improvements in shader compiler infrastructure: https://advances.realtimerendering.com/s2015/mmalex_siggraph2015_hires_final.pdf
Sebastian Aaltonen's Claybook talk from GDC, for hybrid raytracing/rasterization, more SDFs: https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/Aaltonen_Sebastian_GPU_Based_Clay.pdf
Ulrich Haar's GPU pipeline talk from SIGGRAPH, for new geometry pipeline approaches, the movement of scene graph traversal off the CPU, etc: https://advances.realtimerendering....siggraph2015_combined_final_footer_220dpi.pdf
Michal Drobot's IW7 tech presentation from DD, for many things, but especially the multi-resolution rendering: https://www.activision.com/cdn/research/2017_DD_Rendering_of_COD_IW.pdf