TL;DR

John Carmack has announced a personal investment of $1 million to fund VR versions of Id Software’s classic games. This move follows recent layoffs at Microsoft’s Id Software studio, raising questions about the future of these titles in VR.

John Carmack, former Oculus CTO and co-founder of id Software, has announced he is willing to invest $1 million of his personal funds to help develop VR versions of Id’s classic titles. This comes amid recent layoffs at Microsoft, which owns Id Software, raising questions about the future of the studio’s legacy projects in VR.

Carmack’s offer aims to support the creation of officially sanctioned VR ports of iconic Id Software games, including DOOM (1993), Quake (1996), and Return to Castle Wolfenstein (2001). Learn more about Carmack’s VR port efforts. He made the pledge publicly after Microsoft’s layoffs significantly reduced the studio’s staff, with some describing it as a support studio rather than a full-scale development team.

While the game engines for these titles have been released under open source licenses, the assets—such as levels, textures, and audio—remain proprietary and owned by Microsoft. For more on open-source game engines, see our guide on open-source game engines. Carmack’s proposal would enable the VR adaptation of these open-source engines, but the assets’ licensing status remains a barrier. Carmack stated he is willing to back the project if Microsoft allows the use of the open-source game engines for commercial VR ports.

Microsoft acquired Id Software in 2009, and despite the recent layoffs, the company has maintained control over the intellectual property. Carmack, who left Oculus in 2019 and Meta in 2022, continues to advocate for open platforms and VR development, emphasizing his support for the modding community and independent VR projects. Read more about Carmack’s VR initiatives.

At a glance
reportWhen: announced March 2024
The developmentJohn Carmack offers $1 million to support VR ports of Id Software’s legacy titles after Microsoft downsizes the studio.

Potential Impact on Classic Id Software Titles in VR

This development could significantly influence the availability of Id Software’s classic titles in virtual reality, potentially revitalizing interest in these historic games and expanding their reach to new audiences. If Microsoft approves Carmack’s proposal, it may lead to official VR ports, setting a precedent for other legacy titles.

However, the initiative’s success depends on Microsoft’s licensing decisions regarding game assets and the studio’s willingness to collaborate. Given the current industry trends, VR titles still generate less revenue than flat-screen counterparts, which may impact Microsoft’s incentives to support such projects.

For gamers and VR enthusiasts, this could mean access to immersive versions of beloved classics, but the initiative also raises questions about the long-term viability of legacy titles in the evolving VR market.

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Background on Id Software and VR Licensing Challenges

Id Software, acquired by Microsoft in 2009, is renowned for pioneering first-person shooters like DOOM and Quake. The game engines for these titles were released as open source, allowing the community to create mods and ports, including VR adaptations by groups like Team Beef.

Despite the open licensing of engines, the proprietary assets remain under Microsoft’s ownership, complicating efforts to produce official VR versions. Carmack’s previous support for VR modding and unofficial ports has highlighted the community’s interest in VR versions of these classics.

The recent layoffs at Microsoft’s Id Software studio have raised concerns about the future of these projects, with some describing the studio as a support operation rather than a full development team. Carmack’s renewed offer underscores his belief in the potential of VR to revive these titles, despite corporate uncertainties.

“I’m still willing to put up a $1 million guarantee to allow TeamBeefVR to commercialize the legacy open source games on VR.”

— John Carmack

Amazon

VR ports of Doom and Quake

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Unresolved Licensing and Corporate Support Questions

It remains unclear whether Microsoft will approve Carmack’s proposal to use open-source engines for official VR ports, especially given the proprietary nature of game assets. The company’s stance on licensing and support for such projects is not publicly confirmed, and the future of any official VR versions depends on these decisions.

Additionally, the level of corporate backing and resource allocation for these projects, should they move forward, is still uncertain, particularly in light of recent studio layoffs and shifting priorities.

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Next Steps for VR Ports of Id Software Classics

Microsoft’s response to Carmack’s offer will determine whether official VR ports of Id Software titles materialize. The company’s decision could be announced in the coming months, possibly aligned with upcoming gaming events or internal strategic reviews.

Meanwhile, the VR modding community and independent developers may continue creating unofficial ports, keeping interest alive despite the lack of official support. Carmack’s ongoing advocacy suggests he may seek further discussions or alternative pathways to realize these projects.

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Key Questions

Will Microsoft officially support VR versions of Id Software classics?

It is not yet confirmed whether Microsoft will approve Carmack’s proposal to use open-source engines for official VR ports, and their stance remains unclear.

What are the main barriers to creating VR versions of these games?

The primary challenges include licensing restrictions on proprietary assets and Microsoft’s corporate priorities regarding support and resource allocation.

Could unofficial VR ports still be available if Microsoft declines?

Yes, the community and independent developers may continue creating unofficial ports, but these lack official support and licensing guarantees.

How significant is Carmack’s financial pledge?

Carmack’s $1 million pledge demonstrates a strong personal commitment to advancing VR ports, but actual development depends on corporate approval and licensing.

Source: Road to VR

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