vacs is probably the only other person who understand the weight of this situation.
Doom 3 didn't need EAX or any of Creative's sound cards to produce quality sound for Doom 3. There is some insight of this that made it to Blues News and other sites a few days ago:
http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=50216http://www.bdgamer.net/?itemid=12211So we now have EAX ADVANCED HD, a fancy label for "Use EAX since Creative now owns the piece of code that helps make Doom 3 what it is. Buy Creative Today.."
Here is my annotated version of Franco De Bonis comments on the matter. My thoughts are bold text within parenthesis:
In our earlier graphics years (1999) we developed a technique for shadowing that is optimized)
Along with countless other developers). Recently "id" approached us informing us that they had used this technique(
Independantly developed I might add towards the Doom III engine that Creative had no business sticking their foot in the door) in the development of DoomIII and had subsequently discovered that we owned the patent on it.
Like any company Creative owns a number of technology patents and like any company we need to ensure that our patents are protected(
Protecting inovation is a double bladed sword, but when you patend an algorithm that other developers have come up on their own that counts as prior art and can be challenged). Simply allowing another company to knowingly use a patent you own weakens your position and future claims against infringement(
If your goal was to monopolize the gaming market and force other game developers to comply with your standards than yes). We therefore had to find a legally acceptable way to allow id to use this technique without it being seen as an infringement(
Even when Creative had no business using the algorithm for their own use. When Doom 3 didn't require EAX to produce high end 5.1 surround sound, Creative found another way of making EAX work for Doom III). The goal was the same from id's perspective(
Because Id had no choice but to keep the method that word best. The method that was hand written independantly from the ground up for explicit use with the Doom III engine.)
DoomIII from the outset will not support our EAX gaming technologies and there are a number of reasons for this, the primary of which is that id decided to implement the best audio implementation they could, that would work equally well across the widest percentage of PC systems possible(
In other words, John Carmack knew what he was doing, and that would exclude third party sound engines such as Creative's line of sound cards). Naturally however, being the leaders in PC audio (
A great acomplishment, but since when was patenting software algorithms part of their business model?)(with no fewer than 11 PhDs in various fields of Audio[
What does that have to do with a game engine?]), we truly felt that the buyers of DoomIII would be missing out on a crucial element of the gaming experience(
Creative not being a major factor with Doom III decides to patent a piece of software algorithm to associate itself with Doom III and not be left out), i.e. id have undoubtedly developed a masterpiece in terms of gameplay and especially graphics, so why not complete that masterpiece with a truly incredible audio engine?(
An audio engine that is not needed when the Doom III engine produces it's own quality 5.1 surround sound without the need of an exterior sound engine)
Also it does have to be said that not all multichannel wave driver implementations are equal (which is what the ID audio engine outputs to). We believe that ours is one of the more stable / reliabe performers so even without EAX implemented we firmly stand by the fact that the audio playback will sound better and gameplay will be smoother with a Sound Blaster card installed in the system, not to mention the quality aspect (108dB SNR on Audigy 2 ZS vs anywhere from 88db to 95db on host audio)(
That's right. Let us not forget what this is all about.. Creative's sound cards). That means we deliver better performance with up to 10X the quality of a MB audio system(
That would have been true about two or three years ago. Again the point is made that Creative's line of sound cards are the only sound cards up for the task even when the Doom III engine does all it's own work by itself)
So with this deal everybody wins(
Well there is choice is there?). The world gets to play DoomIII with the optimized shadowing technique(
That other developers had invented in the past and isn't something Creative brilliantly thought up of out of the blue), id did not have to pay any cash or royalties and Creative gets to add EAX into the DoomIII engine and make it available to gamers everywhere(
So Creative finally gets to cash in on a game that really did not require it's patented EAX technology)
It is very funny that people are now saying "Creative blackmails id"(
What else would it be? Creative and Id were not the only one's to come up with the Zfail algorithm). You only have to think about this for a nanosecond to realise that Creative was in no position to blackmail anyone. Yes, we had to take a stance to protect our patent, but had we resolutely demanded what most companies in this situation would have, what do you think would have happened?(
Id Software would have had to delay the game due to the legal issues with the algorithm patent) It's very simple, id would have been forced to either pay a huge amount of cash or develop a less optimized method for shadowing that would have impacted performance and this may have caused the game to be delayed. On all counts Creative would have been publically vilified in the press. So blackmail, when id customers are our customers too?? I don't think so(
yes, when you can get away with it)
So we come to John Carmack's comments on Beyond3D. It seems to be his philosophy that patents should not exist(
Oh patents should exist, just not be used to secure and prevent every developers' right to invent for their creations). Certainly id are altruistic in making their game engines public (crucially after a certain period of time has elapsed), but that is a unique stance and frankly outside the scope of this discussion(
Especially when you question Doom III's engine avalibilty to the public many years down the line thanks to Creative). However, as can be seen from this example Creative created a graphics technique in 1999(
Evidence yet to be seen) and despite the pace of graphics development it is still applicable 5 years later(
and still, for years to come). The same cannot be said for game engines - no matter how good they are when they first launch