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Microsoft fire idTech team at Id software

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Re: Microsoft fire idTech team at Id software

#491
post #342

Earlier quoted context omitted.

I can pick out a creation engine game from a mile away. Engine "Grain" is a real phenomenon. Same for UE5. There's just something about the lighting and the FPS 'feel' that is a dead giveaway.

Can you pick it out of films and TV shows? (Not being snarky - legit question)

[dead]

Re: Microsoft fire idTech team at Id software

#492
post #283

Earlier quoted context omitted.

All of this is true and has been true for decades in the game industry. The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of…

> 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…

you are talking absolute shit

Re: Microsoft fire idTech team at Id software

#493
post #168

Looks like Microsoft is desperate for more cash to burn on AI and making drastic decisions like this. Sure the Xbox division wasn't doing amazing but still had $24B of revenue in 2025. For reference PlayStation made $30B that same year.

Within an order of magnitude. I would call this awash

Re: Microsoft fire idTech team at Id software

#494
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…

All of this is true and has been true for decades in the game industry. The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of…

> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel

There's a degree of toupee fallacy to this. It's hard to tell what engine something is on just from gameplay if the team invested in custom rendering and gamefeel.

Re: Microsoft fire idTech team at Id software

#495
post #107

Earlier quoted context omitted.

But it will result in a fat bonus for Asha Sharma. The only thing that truly counts, for her.

Why villainize her specifically? Seems like the whole division has been in limbo for a decade. Maybe there are good reasons, I am uninformed on the matter, but hesitant whenever a woman gets run over in tech fora.

Because she is literally the head of Xbox and signed off on this plan

Being a woman doesn't make her not responsible despite being the ultimate decision maker in the division, nor should it shield her from criticism.

Re: Microsoft fire idTech team at Id software

#496

Earlier quoted context omitted.

All of this is true and has been true for decades in the game industry. The other side of this seesaw is: Games are fundamentally in the novelty business. Players like some amount of familiarity, but they want new experiences. Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel. The flat-ish shading and floaty physics of Unity is a particularly visible example of…

> Every game engine has a sort of "grain" to it where it tends to produce games with a certain look and feel There's a degree of toupee fallacy to this. It's hard to tell what engine something is on just from gameplay if the team invested in custom rendering and gamefeel.

I think it used to be more true than it is these days.

I used to be able to pick graphics/physics engine by feel alone. PhysX and Havok used to feel very different. Quake 3/Half Life/Unreal used to feel very different. But that's all largely been paved over.

Actually I think I can still spot Crytek tbh.

Re: Microsoft fire idTech team at Id software

#497

Earlier quoted context omitted.

Growth over a long period of time involves two things: consistency in vision, and willingness to take risks. We do not have a market designed to reward these things, at least not for the likes of Microsoft. For them, it's far easier to simply cut people while collecting on their previous labor. Once the product of that previous labor is no longer as valuable, it can then simply be spun off or shut down permanently.

I actually think this is the wrong diagnosis of this situation. The studios in Microsoft gaming appear to have been given a lot of room to take risks under previous leadership, build passion projects, etc. while letting big franchises sit on the side. Those things ended up being anywhere from abject failures to small successes - where some players and critics loved them - but most don't seem to be commercial successe…

Microsoft cancelled the Perfect Dark reboot last year and shuttered the entire studio when they were finished.

Re: Microsoft fire idTech team at Id software

#499
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…

I can tell you that the fact that id tech 6 engine games look as good as they do and pump out 200+ fps is pretty novel in a way that the massive epic games and their flagship UE5 (and no painstakingly optimized case studies one may conjure) come close to matching even a decade on. The reward for lapping the entire industry? Early retirement.

https://en.wikipedia.org/wiki/Id_Tech_6#Games_using_id_Tech_...

It may have been great, and lapped the entire industry, but it wasn't getting used very much, even internally at Microsoft. So how much value was really bringing?

Re: Microsoft fire idTech team at Id software

#500
post #115

Earlier quoted context omitted.

Not the OP, but Scott Miller said "most if not all" coders at ID were laid off. https://www.gamesindustry.biz/xbox-layoffs-july-2026 I hope the industry will be in a better place in a few years. There is this recurring theme of big companies rolling up little developers and destroying their development culture.

> There is this recurring theme of big companies rolling up little developers and destroying their development culture Why are the little devs selling to the big companies in the first place then? If you’re crushing it as an Indie studio why wouldn’t you stay that way knowing how big tech acts?

"Little devs" in this context is still a company that probably has investors, investors that can push for the acquisition. Even if a small dev studio is self funded or has normal debt that they can realistically pay off, the money on the table for the owner is hard to resist. If the owner has qualms, the whole pitch of "we'll give you artistic independence and the funds to make what you want" will seal the deal.

The only people that can tell Microsoft to gargle their gonads are already rich as fuck or have a will of steel and principles uncommon with entrepreneurs.

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