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FXT1 is a texture compression scheme for 3D graphics , invented by the hardware vendor 3dfx Interactive and offered as an open source rival standard to S3TC in September 1999, a year after S3TC had been adopted by Microsoft as part of DirectX . Limited vendor hardware support has been a barrier to its acceptance. Notably, despite being open source, FXT1 was not adopted by Nintendo for the GameCube, nor by Sony for the PlayStation 3, in both cases losing out to the established S3TC standard. Another possible reason for its lack of adoption is that the CC_MIXED mode (see below) probably infringes the S3TC patent ( US 5956431   System and method for fixed-rate block-based image compression with inferred pixel values).

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83-421: Four different compression algorithms are used by FXT1, chosen at a block level to optimize visual quality. Having to select an optimal path for each texture ensured FXT1 was relatively slow at compression, making it unsuitable for real-time compression in applications. The original white paper did not follow well-known scientific rules, being actually a commercial presentation. The lack of theoretical guidance from

166-464: A Return to Castle Wolfenstein movie is in development which re-teams the Silent Hill writer/producer team, Roger Avary as writer and director and Samuel Hadida as producer. A new Doom film, titled Doom: Annihilation , was released in 2019, although id itself stressed its lack of involvement. id Software was the target of controversy over two of their most popular games, Doom and

249-471: A first-person shooter (FPS) with smooth 3D graphics that were unprecedented in computer games, and with violent gameplay that many gamers found engaging. After essentially founding an entire genre with this game, id Software created Doom , Doom II: Hell on Earth , Quake , Quake II , Quake III Arena , Quake 4 , and Doom 3 . Each of these first-person shooters featured progressively higher levels of graphical technology. Wolfenstein 3D spawned

332-618: A "BCPack" compression algorithm specifically for BCn-compressed textures. Xbox series X and S have hardware support for decompressing BCPack streams. Id Software id Software LLC ( / ɪ d / ) is an American video game developer based in Richardson, Texas . It was founded on February 1, 1991, by four members of the computer company Softdisk : programmers John Carmack and John Romero , game designer Tom Hall , and artist Adrian Carmack . id Software made important technological developments in video game technologies for

415-2710: A 4×4 3-bit lookup table) followed by 64 bits of color data (encoded the same way as DXT1). If α 0 > α 1 {\displaystyle \alpha _{0}>\alpha _{1}} , then six other alpha values are calculated, such that α 2 = 6 α 0 + 1 α 1 7 {\textstyle \alpha _{2}={{6\alpha _{0}+1\alpha _{1}} \over 7}} , α 3 = 5 α 0 + 2 α 1 7 {\textstyle \alpha _{3}={{5\alpha _{0}+2\alpha _{1}} \over 7}} , α 4 = 4 α 0 + 3 α 1 7 {\textstyle \alpha _{4}={{4\alpha _{0}+3\alpha _{1}} \over 7}} , α 5 = 3 α 0 + 4 α 1 7 {\textstyle \alpha _{5}={{3\alpha _{0}+4\alpha _{1}} \over 7}} , α 6 = 2 α 0 + 5 α 1 7 {\textstyle \alpha _{6}={{2\alpha _{0}+5\alpha _{1}} \over 7}} , and α 7 = 1 α 0 + 6 α 1 7 {\textstyle \alpha _{7}={{1\alpha _{0}+6\alpha _{1}} \over 7}} . Otherwise, if α 0 ≤ α 1 {\textstyle \alpha _{0}\leq \alpha _{1}} , four other alpha values are calculated such that α 2 = 4 α 0 + 1 α 1 5 {\textstyle \alpha _{2}={{4\alpha _{0}+1\alpha _{1}} \over 5}} , α 3 = 3 α 0 + 2 α 1 5 {\textstyle \alpha _{3}={{3\alpha _{0}+2\alpha _{1}} \over 5}} , α 4 = 2 α 0 + 3 α 1 5 {\textstyle \alpha _{4}={{2\alpha _{0}+3\alpha _{1}} \over 5}} , and α 5 = 1 α 0 + 4 α 1 5 {\textstyle \alpha _{5}={{1\alpha _{0}+4\alpha _{1}} \over 5}} with α 6 = 0 {\displaystyle \alpha _{6}=0} and α 7 = 255 {\displaystyle \alpha _{7}=255} . The lookup table

498-528: A 4×4 block of pixels to a 64- bit or 128-bit quantity, resulting in compression ratios of 6:1 with 24-bit RGB input data or 4:1 with 32-bit RGBA input data. S3TC is a lossy compression algorithm, resulting in image quality degradation, an effect which is minimized by the ability to increase texture resolutions while maintaining the same memory requirements. Hand-drawn cartoon-like images do not compress well, nor do normal map data, both of which usually generate artifacts . ATI 's 3Dc compression algorithm

581-501: A European ship date of September 15, 2011. During the keynote, id Software also demonstrated a Rage spin-off title running on the iPhone . This technology demo later became Rage HD . The game was ultimately released in October 2011. On May 14, 2018, Bethesda Softworks announced Rage 2 , a co-development between id Software and Avalanche Studios . During its early days, id Software produced much more varied games; these include

664-556: A Linux client available, the only current exceptions being Wolfenstein and Brink . Similarly, almost all of the games utilizing the Quake II engine have Linux ports, the only exceptions being those created by Ion Storm ( Daikatana later received a community port ). Despite fears by the Linux gaming community that id Tech 5 would not be ported to that platform, Timothee Besset in his blog stated "I'll be damned if we don't find

747-405: A cultural phenomenon and its violent theme would eventually launch a new wave of criticism decrying the dangers of violence in video games. Doom was ported to numerous platforms, inspired many knock-offs, and was eventually followed by the technically similar Doom II: Hell on Earth . id Software made its mark in video game history with the shareware release of Doom , and eventually revisited

830-496: A few modifications. Due to the limited features and relatively low sound quality, modern games no longer use IMF music. A large number of songs in id Software's early games (such as Commander Keen and Wolfenstein 3D ) were composed by Bobby Prince in IMF format. Other game developers like Apogee Software also used this format in their games (such as Cosmo's Cosmic Adventure , Duke Nukem II , and Monster Bash ). id Software

913-886: A leading supporter of the Linux platform because we believe it is a technically sound OS and is the OS of choice for many server ops." However, on April 25, 2012, Carmack revealed that "there are no plans for a native Linux client" of id's most recent game, Rage . In February 2013, Carmack argued for improving emulation as the "proper technical direction for gaming on Linux", though this was also due to ZeniMax's refusal to support "unofficial binaries", given all prior ports (except for Quake III Arena , via Loki Software , and earlier versions of Quake Live ) having only ever been unofficial. Carmack didn't mention official games Quake: The Offering and Quake II: Colossus ported by id Software to Linux and published by Macmillan Computer Publishing USA. Despite no longer releasing native binaries, id

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996-470: A lowercase id , which is pronounced as in "did" or "kid", and, according to the book Masters of Doom , the group identified itself as "Ideas from the Deep" in the early days of Softdisk but that, in the end, the name 'id' came from the phrase "in demand". Disliking "in demand" as "lame", someone suggested a connection with Sigmund Freud 's psychological concept of id , which the others accepted. Evidence of

1079-683: A period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold , who committed the Columbine High School massacre in 1999, were avid players of the game. While planning for the massacre, Harris said that the killing would be "like playing Doom ", and "it'll be like the LA riots , the Oklahoma bombing , World War II , Vietnam , Duke Nukem and Doom all mixed together", and that his shotgun

1162-426: A prequel and a sequel: the prequel called Spear of Destiny , and the second, Return to Castle Wolfenstein , using the id Tech 3 engine . A third Wolfenstein sequel, simply titled Wolfenstein , was released by Raven Software , using the id Tech 4 engine . Another sequel, named Wolfenstein: The New Order ; was developed by MachineGames using the id Tech 5 engine and released in 2014, with it getting

1245-587: A prequel by the name of Wolfenstein: The Old Blood a year later; followed by a direct sequel titled Wolfenstein II: The New Colossus in 2017. Eighteen months after their release of Wolfenstein 3D , on December 10, 1993, id Software released Doom which would again set new standards for graphic quality and graphic violence in computer gaming. Doom featured a sci-fi / horror setting with graphic quality that had never been seen on personal computers or even video game consoles . Doom became

1328-669: A side-scrolling game that incorporated the previous work they had done on the Super Mario Bros. 3 demonstration. The first Commander Keen game, Commander Keen in Invasion of the Vorticons , was released through Apogee in December 1990, which became a very successful shareware game. After their first royalty check, Romero, Carmack, and Adrian Carmack (no relation) decided to start their own company. After hiring Hall,

1411-515: A small group they called Ideas from the Deep (IFD), a name that Romero and Roathe had come up with. In September 1990, Carmack developed an efficient way to rapidly side-scroll graphics on the PC . Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 NES game Super Mario Bros. 3 , inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw

1494-411: A value of 3 corresponding to c 3 {\displaystyle c_{3}} . DXT2 and DXT3 (collectively also known as Block Compression 2 or BC2) converts 16 input pixels (corresponding to a 4x4 pixel block) into 128 bits of output, consisting of 64 bits of alpha channel data (4 bits for each pixel) followed by 64 bits of color data, encoded the same way as DXT1 (with the exception that

1577-486: Is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. for use in their Savage 3D computer graphics accelerator . The method of compression is strikingly similar to the previously published Color Cell Compression , which is in turn an adaptation of Block Truncation Coding published in the late 1970s. Unlike some image compression algorithms (e.g. JPEG ), S3TC's fixed-rate data compression coupled with

1660-487: Is a modification of DXT5 designed to overcome S3TC's shortcomings with regard to normal maps. id Software worked around the normalmap compression issues in Doom 3 by moving the red component into the alpha channel before compression and moving it back during rendering in the pixel shader . Like many modern image compression algorithms, S3TC only specifies the method used to decompress images, allowing implementers to design

1743-515: Is an audio file format created by id Software for the AdLib sound card for use in their video games. The format is similar to MIDI , in that it defines musical notes, and does not support sampled digital audio for sound effects. IMF files store the actual bytes sent to the AdLib's OPL2 chip, which uses FM synthesis to produce audio output. The format is based on the AdLib command syntax, with

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1826-454: Is no longer a competitor in the graphics accelerator market, license fees have been levied and collected for the use of S3TC technology until October 2017, for example in game consoles and graphics cards. The wide use of S3TC has led to a de facto requirement for OpenGL drivers to support it, but the patent-encumbered status of S3TC presented a major obstacle to open source implementations, while implementation approaches which tried to avoid

1909-626: Is then consulted to determine the alpha value for each pixel, with a value of 0 corresponding to α 0 {\displaystyle \alpha _{0}} and a value of 7 corresponding to α 7 {\displaystyle \alpha _{7}} . DXT4's color data is premultiplied by alpha, whereas DXT5's is not. Because DXT4/5 use an interpolated alpha scheme, they generally produce superior results for alpha (transparency) gradients than DXT2/3. BC4 and BC5 (Block Compression 4 and 5) are added in Direct3D 10. They reuse

1992-492: Is transparent black corresponding to a premultiplied alpha format . This color sometimes causes a black border surrounding the transparent area when linear texture filtering and alpha test is used, due to colors being interpolated between the color of opaque texel and neighbouring black transparent texel. The lookup table is then consulted to determine the color value for each pixel, with a value of 0 corresponding to c 0 {\displaystyle c_{0}} and

2075-618: The Atari Jaguar version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994. The Unterhaltungssoftware Selbstkontrolle lifted the outright ban in 2018 in favor of analysing depictions on a case-by-case basis, and the international version of the game was removed from the list of banned titles in 2019. Due to concerns from Nintendo of America, the Super NES version

2158-452: The Doom series Doom novels . After a brief hiatus from publishing, id resumed and re-launched the novel series in 2008 with Matthew J. Costello 's (a story consultant for Doom 3 and now Rage ) new Doom 3 novels: Worlds on Fire and Maelstrom . id Software became involved in film development when they oversaw the film adaption of their Doom franchise in 2005. In August 2007, Todd Hollenshead stated at QuakeCon 2007 that

2241-585: The Keen engine, but also how it worked internally. id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including Commander Keen , Wolfenstein 3D , ShadowCaster , Doom , Quake , Quake II , and Quake III , as well as the technology used in making Doom 3 . After being used first for id Software's in-house game, the engines are licensed out to other developers. According to Eurogamer.net , "id Software has been synonymous with PC game engines since

2324-470: The PC (running MS-DOS and Windows ), including work done for the Wolfenstein , Doom , and Quake franchises at the time. id's work was particularly important in 3D computer graphics technology and in game engines that are used throughout the video game industry . The company was involved in the creation of the first-person shooter (FPS) genre: Wolfenstein 3D is often considered to be

2407-582: The demo , entitled Dangerous Dave in Copyright Infringement , he realized that Carmack's breakthrough could have potential. The IFD team moonlighted over a week and over two weekends to create a larger demo of their PC version of Super Mario Bros. 3 . They sent their work to Nintendo . According to Romero, Nintendo had told them that the demo was impressive, but "they didn't want their intellectual property on anything but their own hardware, so they told us Good Job and You Can't Do This". While

2490-395: The original Apple Video codec . Otherwise, if c 0 ≤ c 1 {\displaystyle c_{0}\leq c_{1}} , then c 2 = 1 2 c 0 + 1 2 c 1 {\textstyle c_{2}={1 \over 2}c_{0}+{1 \over 2}c_{1}} and c 3 {\displaystyle c_{3}}

2573-703: The swastika and the anthem of the Nazi Party , Horst-Wessel-Lied , as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994. Despite the fact that Nazis are portrayed as the enemy in Wolfenstein , the use of those symbols is a federal offense in Germany unless certain circumstances apply. Similarly,

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2656-565: The 1990s). They continued this policy with the Wii U but for Nintendo Switch , they collaborated with Panic Button starting with 2016's Doom and Wolfenstein II: The New Colossus . Since id Software revealed their engine id Tech 5 , they call their engines " id Tech ", followed by a version number. Older engines have retroactively been renamed to fit this scheme, with the Doom engine as id Tech 1. IMF ("id music file" or "id's music format")

2739-403: The 3D technology that underlies modern shooter video games. The Quake series continued with Quake II in 1997. Activision purchased a 49% stake in id Software, making it a second party which took publishing duties until 2009. However, the game is not a storyline sequel, and instead focuses on an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth . Most of

2822-813: The 4-color version of the DXT1 algorithm is always used instead of deciding which version to use based on the relative values of c 0 {\displaystyle c_{0}} and c 1 {\displaystyle c_{1}} ). In DXT2, the color data is interpreted as being premultiplied by alpha , in DXT3 it is interpreted as not having been premultiplied by alpha. Typically DXT2/3 are well suited to images with sharp alpha transitions, between translucent and opaque areas. DXT4 and DXT5 (collectively also known as Block Compression 3 or BC3) converts 16 input pixels into 128 bits of output, consisting of 64 bits of alpha channel data (two 8-bit alpha values and

2905-595: The BCn data to the GPU as usual. BCn can be combined with Oodle Texture, a lossy preprocessor that modifies the input texture so that the BCn output is more easily compressed by a LZ77 compressor ( rate-distortion optimization ). BC7 specifically can also use "bc7prep", a lossless pass to re-encode the texture in a more compressible form (requiring its inverse at decompression). crunch is another tool that performs RDO and optionally further re-encoding. In 2021, Microsoft produced

2988-462: The CC_MIXED compression mode, more similar to S3TC , and dropped the other three codecs from the standard. 3dfx was subsequently taken over by Nvidia who have continued to support S3TC as their preferred compression tool. Four different compression algorithms are set out in the original white paper: S3TC S3 Texture Compression ( S3TC ) (sometimes also called DXTn , DXTC , or BCn )

3071-599: The Internet (especially through the add-on QuakeWorld ), seared the title into the minds of gamers as another smash hit. In 2008, id Software was honored at the 59th Annual Technology & Engineering Emmy Awards for the pioneering work Quake represented in user modifiable games. id Software is the only game development company ever honored twice by the National Academy of Television Arts & Sciences , having been given an Emmy Award in 2007 for creation of

3154-679: The PSP, the Nintendo DS and more. Impressive core modifications include GZDoom , which adds to the Doom engine modern hardware accelerared renderers and a scripting system called ZScript, and was also utilized in the creation of ECWolf for Wolfenstein 3D and Raze for the Build engine . Meanwhile DarkPlaces adds stencil shadow volumes into the original Quake engine along with a more efficient network protocol. Other projects include Yamagi Quake II , ioquake3 , and dhewm3 , which maintain

3237-638: The alpha channel encoding found in DXT4/5 (BC3). BC6H (sometimes BC6) and BC7 (Block Compression 6H and 7) are added in Direct3D 11. BC6H and BC7 have a much more complex algorithm with a selection of encoding modes. The quality is much better as a result. These two modes are also specified much more exactly, with ranges of accepted deviation. Earlier BCn modes decode slightly differently among GPU vendors. BCn textures can be further compressed for on-disk storage and distribution ( texture supercompression ). An application would decompress this extra layer and send

3320-1007: The codec itself. DXT1 (also known as Block Compression 1 or BC1) is the smallest variation of S3TC, storing 16 input pixels in 64 bits of output, consisting of two 16-bit RGB 5:6:5 color values c 0 {\displaystyle c_{0}} and c 1 {\displaystyle c_{1}} , and a 4×4 two-bit lookup table. If c 0 > c 1 {\displaystyle c_{0}>c_{1}} (compare these colors by interpreting them as two 16-bit unsigned numbers), then two other colors are calculated, such that for each component, c 2 = 2 3 c 0 + 1 3 c 1 {\textstyle c_{2}={2 \over 3}c_{0}+{1 \over 3}c_{1}} and c 3 = 1 3 c 0 + 2 3 c 1 {\textstyle c_{3}={1 \over 3}c_{0}+{2 \over 3}c_{1}} . This mode operates similarly to mode 0xC0 of

3403-399: The compression algorithm to suit their specific needs, although the patent still covers compression algorithms. The nVidia GeForce 256 through to GeForce 4 cards also used 16-bit interpolation to render DXT1 textures, which resulted in banding when unpacking textures with color gradients. Again, this created an unfavorable impression of texture compression , not related to the fundamentals of

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3486-716: The concept of a detached game engine was first popularized". During the mid to late 1990s, "the launch of each successive round of technology it's been expected to occupy a headlining position", with the Quake III engine being most widely adopted of their engines. However id Tech 4 had far fewer licensees than the Unreal Engine from Epic Games , due to the long development time that went into Doom 3 which id Software had to release before licensing out that engine to others. Despite his enthusiasm for open source code, Carmack revealed in 2011 that he had no interest in licensing

3569-748: The decently popular Dangerous Dave in the Haunted Mansion . In the Haunted Mansion was powered by the same engine as the earlier id Software game Shadow Knights , which was one of the several games written by id Software to fulfill their contractual obligation to produce games for Softdisk , where the id Software founders had been employed. id Software has also overseen several games using its technology that were not made in one of their IPs such as ShadowCaster , (early- id Tech 1 ), Heretic , Hexen: Beyond Heretic (id Tech 1), Hexen II ( Quake engine ), and Orcs and Elves ( Doom RPG engine). id Software has also published novels based on

3652-450: The earlier Wolfenstein 3D . More recently in 2022, id Software found themselves mired in a controversy concerning libel against Doom Eternal's composer. Doom was notorious for its high levels of gore and occultism along with satanic imagery, which generated controversy from a broad range of groups. Yahoo! Games listed it as one of the top ten most controversial games of all time. The game again sparked controversy throughout

3735-535: The early 3D first-person shooter experiments that led to Wolfenstein 3D and Doom – Hovertank 3D and Catacomb 3D . There was also the Rescue Rover series, which had two games – Rescue Rover and Rescue Rover 2 . Also there was John Romero 's Dangerous Dave series, which included such notables as the tech demo ( In Copyright Infringement ) which led to the Commander Keen engine, and

3818-438: The first part of their trilogy as shareware, then sell the other two installments by mail order . Only later (about the time of the release of Doom II ) did id Software release their games via more traditional shrink-wrapped boxes in stores (through other game publishers ). After Wolfenstein 3D ' s great success, id began working on Doom . After Hall left the company, Sandy Petersen and Dave Taylor were hired before

3901-673: The first true FPS; Doom is a game that popularized the genre and PC gaming in general; and Quake was id's first true 3D FPS. On June 24, 2009, ZeniMax Media acquired the company. In 2015, they opened a second studio in Frankfurt , Germany. The founders of id Software – John Carmack , John Romero , and Tom Hall – met in the offices of Softdisk based in Shreveport, Louisiana , developing multiple games for Softdisk's monthly publishing, including Dangerous Dave . Along with another Softdisk employee, Lane Roathe, they had formed

3984-420: The game, or what is more commonly known as the engine. Brainstormed by John Romero , id Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including Scott Miller , George Broussard , Ken Rogoway, Jim Norwood and Todd Replogle . One of the nights, id Software put together an impromptu game known as "Wac-Man" to demonstrate not only the technical prowess of

4067-461: The goal of cleaning up the source code, adding features and fixing bugs. Even earlier id Software code, namely for Hovertank 3D and Catacomb 3D , was released in June 2014 by Flat Rock Software . The GPL release of the Quake III engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over

4150-529: The group finished the Commander Keen series, then hired Jay Wilbur and Kevin Cloud and began working on Wolfenstein 3D . id Software was officially founded by Romero, John and Adrian Carmack and Hall on February 1, 1991. The name "id" came out of their previous IFD; Roathe had left the group, and they opted to drop the "F" to leave "id". They initially used "id" as an initialism for "In Demand", but by

4233-409: The guise of multiple fan letters that Romero came to realize all originated from the same address. When he confronted Miller, Miller explained that the deception was necessary since Softdisk screened letters it received. Although disappointed by not actually having received mail from multiple fans, Romero and other Softdisk developers began proposing ideas to Miller. One of these was Commander Keen ,

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4316-456: The inventors might have been the cause of badly optimized compression scheme selection code, and despite potentially better performance due to four available compression schemes instead of one (as in S3TC), FXT1 did not show any quality improvements to S3TC, being inferior to it in most test cases. In hindsight, FXT1 might have been more successful if 3dfx spent more effort examining optimization of

4399-416: The killers—like the vast majority of young teenage boys—did play video games, this study did not find a relationship between gameplay and school shootings. In fact, only one-eighth of the shooters showed any special interest in violent video games, far less than the number of shooters who seemed attracted to books and movies with violent content. As for Wolfenstein 3D , due to its use of Nazi symbols such as

4482-486: The lack of a team leader was the cause of it all. In fact, he volunteered to take lead as he had five years of experience as project manager in MicroProse but he was turned down by Carmack. On June 24, 2009, it was announced that id Software had been acquired by ZeniMax Media (owner of Bethesda Softworks ). The deal would eventually affect publishing deals id Software had before the acquisition, namely Rage , which

4565-405: The licensing to the market beginning with Unreal Engine 3. Even though the said company has gained more success with its game engine than id Software over the years, Carmack had no regrets by his decision and continued to focus on open source until his departure from the company in 2013. In conjunction with his self-professed affinity for sharing source code , John Carmack has open-sourced most of

4648-571: The major id Software engines under the GNU General Public License . Historically, the source code for each engine has been released once the code base is 5 years old. Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine. Wolfenstein 3D , Doom and Quake engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods,

4731-524: The new engine called id Tech 5 . Later that year, at QuakeCon 2007, the title of the new game was revealed as Rage . On July 14, 2008, id Software announced at the 2008 E3 event that they would be publishing Rage through Electronic Arts , and not id's longtime publisher Activision . However, since then ZeniMax has also announced that they are publishing Rage through Bethesda Softworks . On August 12, 2010, during Quakecon 2010, id Software announced Rage US ship date of September 13, 2011, and

4814-502: The pair had not readily shared the demo though acknowledged its existence in the years since, a working copy of the demo was discovered in July 2021 and preserved at the Museum of Play . Around the same time in 1990, Scott Miller of Apogee Software learned of the group and their exceptional talent, having played one of Romero's Softdisk games, Dangerous Dave , and contacted Romero under

4897-587: The patented parts existed. Some (e.g. US 5956431 A) of the multiple USPTO patents on S3 Texture Compression expired on October 2, 2017. At least one continuation patent, US6,775,417 , however had a 165-day extension. This continuation patent expired on March 16, 2018. There are five variations of the S3TC algorithm (named DXT1 through DXT5 , referring to the FourCC code assigned by Microsoft to each format), each designed for specific types of image data. All convert

4980-414: The reference can be found as early as Wolfenstein 3D with the statement "that's id, as in the id, ego, and superego in the psyche" appearing in the game's documentation. Prior to an update to the website, id's History page made a direct reference to Freud. Arranged in chronological order: Starting with their first shareware game series, Commander Keen , id Software has licensed the core source code for

5063-464: The release of Doom in December 1993. Quake was released on June 22, 1996 and was considered a difficult game to develop due to creative differences. Animosity grew within the company and it caused a conflict between Carmack and Romero, which led the latter to leave id after the game's release. Soon after, other staff left the company as well such as Michael Abrash , Shawn Green, Jay Wilbur, Petersen and Mike Wilson. Petersen claimed in July 2021 that

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5146-529: The sequel to the 2016 Doom , Doom Eternal was officially announced at E3 2018 with a teaser trailer, followed by a gameplay reveal at QuakeCon in August 2018. On June 22, 1996, the release of Quake marked the third milestone in id Software history. Quake combined a cutting edge fully 3D engine, the Quake engine , with a distinctive art style to create critically acclaimed graphics for its time. Audio

5229-552: The single memory access (cf. Color Cell Compression and some VQ -based schemes) made it well-suited for use in compressing textures in hardware-accelerated 3D computer graphics . Its subsequent inclusion in Microsoft 's DirectX 6.0 and OpenGL 1.3 (via the GL_EXT_texture_compression_s3tc extension ) led to widespread adoption of the technology among hardware and software makers. While S3 Graphics

5312-598: The source code for some of their previous games, several games which were not ported (such as Catacomb 3D , Catacomb Abyss , Wolfenstein 3D , Spear of Destiny , Blake Stone: Aliens of Gold , Blake Stone: Planet Strike , Super 3D Noah's Ark , Rise of the Triad , Doom 64 , Strife , Heretic , Hexen , Hexen II , Star Trek: Voyager – Elite Force Holomatch , Star Wars Jedi Knight II: Jedi Outcast , Star Wars Jedi Knight: Jedi Academy ) can run on Linux and other operating systems natively through

5395-687: The subsequent entries in the Quake franchise follow this storyline. Quake III Arena (1999), the next title in the series, has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space. Among these combatants are some characters either drawn from or based on those in Doom (" Doomguy "), Quake (Ranger, Wrack), and Quake II (Bitterman, Tank Jr., Grunt, Stripe). Quake IV (2005) picks up where Quake II left off – finishing

5478-488: The sudden loss in value of their recent investment. On August 4, 2011, John Carmack revealed during his QuakeCon 2011 keynote that they will be releasing the source code of the Doom 3 engine ( id Tech 4 ) during the year. id Software publicly stated they would not support the Wii console (possibly due to technical limitations), although they have since indicated that they may release titles on that platform (although it would be limited to their games released during

5561-442: The technology to the mass market. Beginning with Wolfenstein 3D , he felt bothered when third-party companies started "pestering" him to license the id tech engine, adding that he wanted to focus on new technology instead of providing support to existing ones. He felt very strongly that this was not why he signed up to be a game programmer for; to be "holding the hands" of other game developers. Carmack commended Epic Games for pursuing

5644-406: The theme of this game in 2004 with their release of Doom 3 . John Carmack said in an interview at QuakeCon 2007 that there would be a Doom 4 . It began development on May 7, 2008. Doom 2016 , the fourth installation of the Doom series, was released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, and was later released on Nintendo Switch on November 10, 2017. In June 2018,

5727-512: The time of the fourth Commander Keen game, they opted to let "id" stand out "as a cool word", according to Romero. In September 1991, they relocated to Madison, Wisconsin . Later on April 1, 1992, they relocated to an office in Mesquite, Texas . The shareware distribution method was initially employed by id Software through Apogee Software to sell their products, such as the Commander Keen , Wolfenstein and Doom games. They would release

5810-443: The time to get Linux builds done". Besset explained that id Software's primary justification for releasing Linux builds was better code quality, along with a technical interest in the platform. However, on January 26, 2012, Besset announced that he had left id. John Carmack has expressed his stance with regard to Linux builds in the past. In December 2000 Todd Hollenshead expressed support for Linux: "All said, we will continue to be

5893-497: The two are not closely related. Harvard Medical School researchers Cheryl Olson and Lawrence Kutner found that violent video games did not correlate to school shootings. The United States Secret Service and United States Department of Education analyzed 37 incidents of school violence and sought to develop a profile of school shooters; they discovered that the most common traits among shooters were that they were male and had histories of depression and attempted suicide. While many of

5976-456: The use of source ports . Quake Live also launched with Linux support, although this, alongside OS X support, was later removed when changed to a standalone title. The tradition of porting to Linux was first started by Dave D. Taylor , with Zoid Kirsch doing some later porting. Since Quake III Arena , Linux porting had been handled by Timothee Besset . The majority of all id Tech 4 games, including those made by other developers, have

6059-469: The war between the humans and Strogg. The spin-off Enemy Territory: Quake Wars acts as a prequel to Quake II , when the Strogg first invade Earth. Quake IV and Enemy Territory: Quake Wars were made by outside developers and not id. There have also been other spin-offs such as Quake Mobile in 2005 and Quake Live , an internet browser based modification of Quake III . A game called Quake Arena DS

6142-560: Was "straight out of the game". A rumor spread afterwards that Harris had designed a Doom level that looked like the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing the level over and over. Although Harris did design Doom levels , none of them were based on Columbine High School . While Doom and other violent video games have been blamed for nationally covered school shootings, 2008 research featured by Greater Good Science Center shows that

6225-490: Was an early adopter of Stadia , a cloud gaming service powered by Debian Linux servers, and the cross-platform Vulkan API . A Linux version of Doom from 2016 was tested internally, while it and its sequel Doom Eternal can be run using Wine and Proton . Commander Keen in Invasion of the Vorticons , a platform game in the style of those for the Nintendo Entertainment System ,

6308-658: Was an early pioneer in the Linux gaming market, and id Software's Linux games have been some of the most popular of the platform. Many id Software games won the Readers' and Editors' Choice awards of Linux Journal . Some id Software titles ported to Linux are Doom (the first id Software game to be ported), Quake , Quake II , Quake III Arena , Return to Castle Wolfenstein , Wolfenstein: Enemy Territory , Doom 3 , Quake 4 , and Enemy Territory: Quake Wars . Since id Software and some of its licensees released

6391-499: Was announced id Software co-founder and Technical Director John Carmack had fully resigned from the company to work full-time at Oculus VR which he joined as CTO in August 2013. He was the last of the original founders to leave the company. Tim Willits left the company in 2019. ZeniMax Media was acquired by Microsoft for US$ 7.5 billion in March 2021 and became part of Xbox Game Studios . The company writes its name with

6474-447: Was being published through Electronic Arts. ZeniMax received in July a $ 105 million investment from StrongMail Systems for the id acquisition, it's unknown if that was the exact price of the deal. id Software moved from the "cube-shaped" Mesquite office to a location in Richardson, Texas during the spring of 2011. On June 26, 2013, id Software president Todd Hollenshead quit after 17 years of service. On November 22, 2013, it

6557-555: Was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats. Employees of id Software are quoted in The Official DOOM Player Guide about the reaction to Wolfenstein , claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs. Two new weapons were added as well. The Super NES version

6640-631: Was not as successful as the PC version. In May 2020, after the Doom Eternal Original Soundtrack was released, there was a serious backlash to the Doom Eternal OST and accusations of low quality work that did not match composer Mick Gordon's usual standards. On April 19, Gordon confirmed on Twitter that it was not his work, and Marty Stratton subsequently posted on May 20 a 2,500-word open letter on Reddit blaming Gordon for everything that went wrong with

6723-511: Was not neglected either, having recruited Nine Inch Nails frontman Trent Reznor to facilitate unique sound effects and ambient music for the game. (A small homage was paid to Nine Inch Nails in the form of the band's logo appearing on the ammunition boxes for the nailgun weapon.) It also included the work of Michael Abrash . Furthermore, Quake' s main innovation, the capability to play a deathmatch (competitive gameplay between living opponents instead of against computer-controlled characters) over

6806-413: Was one of the first MS-DOS games with smooth horizontal-scrolling. Published by Apogee Software, the title and follow-ups brought id Software success as a shareware developer. It is the series of id Software that designer Tom Hall is most affiliated with. The first Commander Keen trilogy was released on December 14, 1990. The company's breakout product was released on May 5, 1992: Wolfenstein 3D ,

6889-578: Was planned and canceled for the Nintendo DS . John Carmack stated, at QuakeCon 2007, that the id Tech 5 engine would be used for a new Quake game. Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine. Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004's Doom 3 to be done so. At 2007's WWDC , John Carmack showed

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