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Microsoft fire idTech team at Id software

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Re: Microsoft fire idTech team at Id software

#461
post #283

Earlier quoted context omitted.

> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. I think this is a bit of a myth. Unreal gets this criticism a lot, but it's usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look. To that point, it's probably a lot cheaper to configure Unreal or Unity into a unique "grain" than it is to develop your…

> usually because many studios choose to stick close to the rendering defaults, which does lead to a certain look that's exactly the argument? you can do anything if you put enough effort in - but effort is finite, so in aggregate the distribution will cluster around the defaults

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Re: Microsoft fire idTech team at Id software

#462

Earlier quoted context omitted.

There's only so many built-in and drop-in components available for the big engines; player movement, physics, render pipeline plumbing, UI frameworks, user settings, etc. You definitively do notice these things, if you care. It doesn't help that many devs (even AAA) keep bad defaults, so a huge chunk of Unreal games release with a comically-bad, laggy motion blur turned on. Someone certainly could painstakingly repli…

AAA dev here - movemen, physics UI frameworks are infinitely customisable in Unreal. It’s all about how much time you spend on them.

And therein lies the rub. Unreal 5 is massive and complex, and there comes a point where it takes longer to understand how to layer on your own customizations than just to start from scratch. Especially for indie developers.

I wanted to make a little editor utility (the UE editor is built in UE) that changed the way viewport selection was handled. I think I got to 5 layers of abstraction before I gave up. 5 layers, for a left-click object select.

Re: Microsoft fire idTech team at Id software

#463
post #198
post #104

Earlier quoted context omitted.

You're framing this as a thing done by a greedy corporation in an evil manner, which maybe it is, but it's also just a sign of the times. For most of the 90s and 00s, your game engine, specifically idTech in this case, was a competitive advantage. Doom and Quake/2/3 all represented massive technological jumps over their predecessors and were way ahead of their competition in terms of looks. Games like Unreal (Tournam…

Ok, so what has happened historically when we hold a tech stack constant for 10 years? Versioning proceeds, but everyone consolidates on a thing? Python? => Data science. Sure, python is just importing the C tools that do the heavy lifting, but look me in the eye and tell me R, S, SAS, or SPSS won. C? => I mean, everything? But what happened in the first 10 years? Proliferation of operating systems and linear algebra…

"Is this the decade where art directors takes over gaming?"

Considering the bad performance of the division can probably be blamed on the art and game designers, probably not. More than likely, the gaming industry is going to atomize. Meaning many very small companies, and fewer big studios. Alienating your audience isn't exactly a career enhancing move. And that's ultimately what triggered all of this and the move towards smaller (non AAA) games.

Re: Microsoft fire idTech team at Id software

#464

Earlier quoted context omitted.

so you agree then that no professional game developer should make their own engine right? because their job is to ship a product.

The framing of "a professional game developer.. job is to ship a product" is very indie. Places like ID, Bethesda, Volition (RIP) etc.: like a hundred people worked on the product and many did not own shipping the product. When you have tech team of 10 - 30 people whether you should make your own engine was more of a question. Lots of very popular games are made on their own tech. Also, like what do you mean by engin…

And Minecraft physics are limited to AABBs and rendering was flat unlit quads until quite recently. But they definitely couldn't have done the infinite cube world easily on Unity or Unreal, so in that sense it was necessary to build their own.

Re: Microsoft fire idTech team at Id software

#465
post #445

Earlier quoted context omitted.

I think they mean the use of UE5 in movies.

Non-realtime use cases for UE5 have much more generous performance constraints, and so the giveaways of UE5 are less apparent. Eg. raytracing instead of lumen.

Very few projects change the default diffuse lighting algorithm for raster graphics in UE, which is Lambert shading. It has a particular "look" that reminds me of really early use of graphics shaders in games [0].

0: https://agraphicsguynotes.com/posts/physically_based_shading...

Re: Microsoft fire idTech team at Id software

#466
post #182
post #19

I think we'll see stuff like this continue to happen over time. As a game company, having your own engine means that you have to be able to cultivate internal expertise in your tooling. Your employees will know this and could do bad things like ask for more money because they know that replacing them would significantly hurt productivity. Meanwhile, laying off your whole engine team and switching to UE5 means that yo…

>It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans. Jane Street hires devs at high salaries and makes them use OCaml rather than a more mainstream language. The company makes more money trading than traditional giants like JP Morgan do. So just depends on if your strategy is right. I blame Microsoft inc…

Isn't that the company that was found to be doing illegal market manipulation in India? I don't know if their profits are related to their devs.

Re: Microsoft fire idTech team at Id software

#467
post #414

Microsoft, one the world's greatest monopolists, bequeaths a game engine monopoly unto Epic Games, in one the biggest corporate blunders of all time. If they were smarter about this, they would commoditize their compliment and open source the Doom The Dark Ages engine just like John Carmack did with the Quake 3 engine.

That's not how it works, first of all IdTech is not a general engine, it's only made to build specific games: fps. Next you need to make a product out of that meaning a very large investment so that the engine is actually usable outside of ID, people that don't know what an engine is think of the rendering part but it's actually very minor compare to pipelines ect ... which we know nothing about, it might not even be…

So... exactly the same situation the Unreal engine was in, before its current open-licensing model starting with UE3?

I hear a lot of good things about modern idTech. Pervasive multithreading is one, and it's not particular to the FPS genre.

Re: Microsoft fire idTech team at Id software

#468

Earlier quoted context omitted.

What are you basing “it delivers more value to customers” on?

Customers are willing to spend more money on it. How else do you define value?

For a game a reasonable definition of value might be based on how well people like it or how much it entertains then (as if that could ever be measured).

Re: Microsoft fire idTech team at Id software

#469

Earlier quoted context omitted.

Yes. As I suggested in another thread: an open-source, modern IdTech would fill the empty quadrant in the Godot : Unity :: ____ : Unreal matrix. A few mid-size studios pitching in to fund continued development on a Blender model could turn IdTech into a major competitor to Unreal Engine in a relatively short timeframe, ultimately costing them a lot less than licensing.

What does this matrix mean?

I think Godot/Unity: just download and play with it until you have something fun. ____/Unreal: serious library for experts. Unity/Unreal: commercial. Godot/_____: free.

Re: Microsoft fire idTech team at Id software

#470
post #182

Earlier quoted context omitted.

>It lets you treat your employees as a replaceable commodity that can be scaled up and down as it makes monetary sense rather than a cohesive team of skilled artisans. Jane Street hires devs at high salaries and makes them use OCaml rather than a more mainstream language. The company makes more money trading than traditional giants like JP Morgan do. So just depends on if your strategy is right. I blame Microsoft inc…

Isn't that the company that was found to be doing illegal market manipulation in India? I don't know if their profits are related to their devs.

One could say its a level playing field seeing as they all get caught regularly!
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