Slashdot Mirror


John Carmack Left id Software Because He Couldn't Do VR Work There

An anonymous reader writes John Carmack left id Software last year, more than 20 years after he founded the company. There was a lot of speculation as to why, and now an interview at USA Today provides an explanation. Carmack had become Chief Technical Officer for Oculus VR a few months prior, and he was excited about bringing virtual reality gaming into the mainstream. Unfortunately, he couldn't get id Software's parent company, Zenimax, onboard. He'd hoped they would 'allow games he worked on to appear on the Oculus Rift headset. Had the deal been consummated, Wolfenstein: The New Order — an upcoming sequel to Wolfenstein 3D, an early id release — could have been part of the Oculus' tech demonstration that earned raves and awards at the recent Consumer Electronic Show.' Carmack said, 'But they couldn't come together on that which made me really sad. It was just unfortunate. When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.'"

23 of 146 comments (clear)

  1. Best of luck, John by Anonymous Coward · · Score: 5, Insightful

    If I had to make a list of people in the gaming industry who could make VR gaming a reality, John Carmack would be at the top of the list.

    Good luck, John! We're all rooting for you.

    1. Re:Best of luck, John by Anonymous Coward · · Score: 5, Interesting

      John Carmack + Gabe Newell + Oculus Rift = HL3

    2. Re: Best of luck, John by Teancum · · Score: 5, Interesting

      My impression of Doom is more that the protagonist (aka "the player") was psychologically impaired and gradually losing touch with reality, while everybody he met and was "out to get him" was in fact people trying to save him or to protect the base from his destruction. As the player meets more exotic creatures, it is more proof he is just losing touch with reality and getting doped up even more from some experimental treatment gone bad.

      At least that is a way to think about it. A sort of disturbing view as you could say the protagonist is actually killing his fellow marines and is the real enemy, but a different way to view the game.

    3. Re: Best of luck, John by girlintraining · · Score: 5, Funny

      Demons come from another plain of existence. A parallel dimension of destruction, evil, and despair. While they are 'alien' to humanity, not so much in the classical sense of other worldly creatures that originate in our universe.

      I think you've confused middle management with lovecraftian horror beasts. It's okay though, the differences are subtle. Middle management consists of risk-averse middle-aged people who wouldn't know a good idea if it fell on their left foot. Lovecraftian horror beasts, on the other hand, are intelligent hunting critters that know their head from their ass.

      --
      #fuckbeta #iamslashdot #dicemustdie
  2. Re:Boo fucking hoo by game+kid · · Score: 5, Insightful

    Not sure about cry...but let it be a(nother) warning to those who'd flip their startup for profit.

    Once you sell the business to a bigger business, it's theirs and theirs alone, no matter their assurances otherwise, and they won't go your way on anything else from then on, except (co)incidentally. (See also jawed.) So finish all your goals there first.

    --
    You can hold down the "B" button for continuous firing.
  3. This was a good thing for gamers. by PhrostyMcByte · · Score: 5, Insightful

    Zenimax not wanting their prized programmer to spend a lot of his time working on promotional material for his other business seems reasonable. I don't fault them for it, nor do I fault him for leaving to work on another passion.

    Two things had become constants at id: the lack of interesting games, and the boundary-pushing tech. Lets be honest, the only thing at id that kept it notable was Carmack. And I say that with a crushed, broken heart, as one who's run a TF server, mastered the trick jumps, and played thousands of rounds well after Quake was out of its prime.

    Carmack leaving id for Oculus will free him from the constraints of a big business and allow him to inject some of that coding genius into yet another promising, young, experimental industry. This is exactly where we need him, and where he'll be able to thrive.

    1. Re:This was a good thing for gamers. by hermitdev · · Score: 5, Interesting

      Zenimax doesn't need Carmack. Zenimax probably doesn't want Carmack. Zenimax is about pumping out products. Look at the poor state Fallout 3/New Vegas were released in, as well as Skyrim. These are some of their premier products and the released them so buggy as to be near unplayable (Fallout 3 was the best of the lot, New Vegas on the 360 would routinely hang after 15 minutes). Carmack is too much of a perfectionist to fit into such a culture. He's fine delaying a product for years if it's not ready (at least technically, let's face it, he's not about the content/design/story).

      Both parties, Zenimax and Carmack, are probably inwardly happier for the separation.

      I like Zenimax games, the stories, but they've been lacking quality of engineering. I had hoped that with the acquisition of id that the quality of engineering might have rubbed off, and with Carmack's departure, I'm disheartened about it.

    2. Re:This was a good thing for gamers. by Darinbob · · Score: 2, Funny

      Third thing that was a constant at id: Carmack's ego.

    3. Re:This was a good thing for gamers. by zippthorne · · Score: 2

      What about his super ego?

      --
      Can you be Even More Awesome?!
    4. Re:This was a good thing for gamers. by Teancum · · Score: 2

      One thing I know about John Carmack is that he gets things done and knows what he is talking about. That he decided to jump ship and go to Oculus VR shows that he is willing to in this case take a pay cut and really does believe in the technology he is working for (although I think Mr. Carmack also got a sweet deal with likely stock options worth quite a bit of money potentially in the future if it works out).

      If anything, his ego is smaller than the actual performance he can deliver. Hopefully he can get Armadillo going again if the Oculus VR is successful (another casualty of his departure from id Software).

    5. Re:This was a good thing for gamers. by _Shad0w_ · · Score: 3, Insightful

      I don't think Carmack was ever interested in games. He was interested in writing game engines. The games were kind of secondary demonstrations of what the engines could do.

      --

      Yeah, I had a sig once; I got bored of it.

    6. Re:This was a good thing for gamers. by Zmobie · · Score: 2

      His rendering engines for Id were actually quite advanced. He did a panel on graphics lighting at Quakecon and it was damn interesting. I don't care much for graphics programming (business logic is my favored area), but there was some really cool stuff he was bringing up throughout that panel. Rage had some great engine innovations and work, it just wasn't near as good on the storyboard side imho.

      I do agree though that I think the parent companies were really holding him back. All in all I hate to see Carmack leave Id but I think it was the best move for him and really look forward to seeing his work with OR.

    7. Re:This was a good thing for gamers. by Anonymous Coward · · Score: 2, Funny

      What about his super ego?

      That left id years ago to found Ion Storm.

    8. Re:This was a good thing for gamers. by ShakaUVM · · Score: 2

      >>Look at the poor state Fallout 3/New Vegas were released in, as well as Skyrim.

      Which were better than Morrowind, which was better than Daggerfall. But that's specifically Bethesda Softworks (except FNV, which was made by Obsidian), a company with only a passing interest in QAing their code.

      Obsidian actually did spend a lot of effort testing FNV (a friend of mine is near the top on the credits list), but it still had a ton of game breaking bugs at first. In part, it's because the Gamebryo engine is a buggy piece of shit, in part because it's a massive game, and in part because they missed a lot of the bugs.

      Id's engines were and are much less buggy, but even still Rage was unplayable at release and I haven't tried it since.

    9. Re:This was a good thing for gamers. by ShakaUVM · · Score: 2

      >Two things had become constants at id: the lack of interesting games, and the boundary-pushing tech. Lets be honest, the only thing at id that kept it notable was Carmack. And I say that with a crushed, broken heart, as one who's run a TF server, mastered the trick jumps, and played thousands of rounds well after Quake was out of its prime.

      Indeed. What was remarkable about Quake and Quakeworld was not the single player game (though lord knows I've played it through enough times by myself and in co-op) or the story, but the graphics technology, the client-server architecture (which *still* hasn't been beaten today, IMO, - no other modern game lets you move as fast as QW), and the ease of modability. QuakeC is a terrible hack, which is why they dropped it in Quake 2, but it had several important advantages: almost anyone could pick up the source code and mod it (leading to Team Fortress and then CustomTF), and since it was all run within a sandbox, you could download executable code from the internet and run it on your server without risking compromising your server. Quake 2, with its DLLs, didn't have that protection, which is one of the reasons why I stayed with Quakeworld.

      Because QW was sandboxed, it was theoretically easier to debug, but the aforementioned hackishness of it meant that in reality debugging the thing was a nightmare for several important classes of bugs. I remember spending hours looking at where my code would crash, putting in sanity checks everywhere, and then having the problem turn out to be we were exceeding some internal limit in QuakeC. That the compiler would just silently ignore. Or entity overruns. Or the netcode limit on sending updates. Or the hardcoded limit on entity speed that had a soft limit that it would silently ignore. That sort of thing.

      It was very impressive technology for something Carmack just hacked together in (IIRC) a couple days. I spent two quarters in my compilers class building my own language, and we didn't even have to write a VM to interpret the emitted code. It was brilliant, but hackish.

      I'm sad as well, Phrosty... Carmack leaving id is the end of an era for me. I still have my emails I traded with him back in the day on implicit parallelization of Q2 code on the Tera Supercomputer...

  4. Thing is by Sycraft-fu · · Score: 5, Insightful

    Their tech really didn't push boundaries that much, at least not usefully, in recent years. The measure of pushing forward with game engines isn't coming up with something new that doesn't work all that well on modern tech, it is coming up with new methods to make things look more real with existing tech. To make things work better, faster, etc.

    So sure, the whole iDTech 5 "megatexture" thing sounds cool... But when you see it in practice it is less impressive than procedural techniques from other engines. On top of that, it requires server class hardware to build maps, whereas other engines feature tools that work on regular systems. Same kind of deal with iDTech 4's lighting model. Ya everything comes from a real light source is neat, but lacking radiosity or other kind of global illumination it ended up only working well at being dark and having extremely hard shadows. Other engines gave much more realistic looking lighting, even if the math was technically less correct.

    To me, it seems like they've been too interested in playing around, and not in delivering useful products. Not that playing around isn't fine, but if you are going to make and sell games and game engines, you need to focus on delivering a good product.

    Hence why iDTech 4 and 5 saw next to no licenses but Unreal Engine 3 saw hundreds. It had good tools, a good workflow, and looked damn good.

    It's sad too because clever tricks to make things look better, even if it wasn't the "right" way of doing things is what made iD famous. Doom was a sea of compromise. It didn't actually have a 3d map, just height information, did clever tricks with the limited pallet to get distance fade, used shortcuts to make the math work fast enough on systems with no coprocessor and so on. Net effect was it looked better than people thought you could make a game look on the hardware of the time.

    Now we have things like Rage. iD can crow on all they like about the technology, doesn't change the fact that Frostbite 2 (Battlefield 3) looks WAY better in actual operation and scales better too.

    1. Re:Thing is by PhrostyMcByte · · Score: 4, Interesting

      Their tech really didn't push boundaries that much, at least not usefully, in recent years.

      The distinction to make is that it was poorly applied. That doesn't mean it wasn't there. id tech 4 and 5 were examples of id taking Carmack's latest idea and running with it full stop, even if the tech wasn't ready.

      Other developers eschewed these technologies in favor of older ones, because they had the focus to pick tech they could apply immediately and successfully to fulfill their vision. id didn't have this focus, and the games clearly suffered as they made the games to suit the technology. The so-called "tech-demo" syndrome that everybody uses to describe the latest id games.

      Eventually those technologies made it into other games. Per-pixel shading is all over the place now, but still alongside lightmaps. Megatexturing is so compelling that support for it is built into the latest graphics standards, so that games can use it properly and without putting in the monumental effort that Carmack did.

      You can't say that he wasn't pushing boundaries. Come on. It's all right there. The games were failures, and other engines look better in many aspects, but the tech was there and it was ahead of its time.

    2. Re:Thing is by TapeCutter · · Score: 2

      I was a big fan of doom but have been hooked on WoT for the last couple of years, their engine is good but nothing special these days. What makes WoT a beutiful game to look at is the art, good art art is more about fooling the eye than it is about faithfully reproducing details.

      --
      And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
  5. Re:HI! by Pav · · Score: 2

    The castAR glasses also have an overlay which make use of the projector for more traditional VR.

  6. Re:Timing Much ? by murdocj · · Score: 4, Funny

    You couldn't even read the first phrase of the summary?

    "John Carmack left id Software last year,"

  7. Re:Timing Much ? by EvilSS · · Score: 3, Funny

    Am I the only one who finds interesting the fact that this article about why Carmack left a company 20 years ago, blaming Zenimax, comes out just at the moment the latest Zenimax game is ready to pre order ?

    Seriously...

    See, this is why I hate being a time traveler. I could have sworn I pre-ordered Wolfenstein: The New Order months ago but apparently it hasn't happened yet. This timey-wimey shit can be a real headache sometimes.

    --
    I browse on +1 so AC's need not respond, I won't see it.
  8. Re:Boo fucking hoo by Isaac-1 · · Score: 2

    Sounds more like Zenimax forgot rule number 1, keep the talent happy. id software without John Carmack is what, some intelectual property rights that they probably paid way over market value for. Sure they had other talent their, but how many of those people worked at id to work with John Carmack?

  9. Re:Boo fucking hoo by allcoolnameswheretak · · Score: 5, Funny

    Maybe the hurdle was not Zenimax, but Occulus. It's obvious to me that Zenimax should profit from such a deal, as VR is clearly the future. But it's not so obvious why Occulus should tie itself to a single publisher when it's them who's got the "killer app".

    And if for some reason the problem was on Zenimax' side...
    If John Carmack tells you to do something, you do it, bitch!