I definitely look up to him also, he is an inspiring figure for sure. Reading about the early days when he was figuring out how to create a side scrolling game for the PC before it had been done was really fascinating
When people complain that eternal doesn't look realistic, and John basically said 16+ years before that photorealism would not work with the classic doom formula. And he's right. I'm so glad eternal went more into the classic doom esthetic
@@NightWanderer31415 Eh, Doom 2016 suffered for that in my opinion in terms of how it looked. I don't even remember what the unit health pickups in Doom 2016 looked like, but I remember my sheer delight when they brought back the health viles for Doom Eternal, because those are visually interesting and stand out. I love Doom 2016, but easily my biggest gripe with it is how generic and dull a lot of it looked (especially the UAC facility levels)
@@TechnologicallyTechnical I agree, but I think Eternal suffers in exactly the same ways, and then some. The integrated resource management and emphasis on arena-style encounters really precludes some of the hallmark principles that made the original formula so engaging. Couple that with a rather over-indulgent narrative, and it doesn't feel like a Doom game at all. At least to me.
@@notachannelanymore-y1gI prefer Eternal and you are dead on. 2016 feels like the grounded proof of concept, and Eternal feels like the 8th and final entry in a power level anime. Supposedly DA has large open areas to get away from the laser focus on arena combat. Kinda sick all three are unique without being Doom 2 to Doom 3 level different.
If this guy still focused on better game engines for Doom, the games would be incredibly jawdropping. Doom Eternal looks beast, but if Carmack was on the team, I think it would be outta this world. Doom Eternal looks great, but it isn't a jump into another era. That's what Carmack did; he pushed games into the next level.
Although.... we are honestly at the point where there won't be giant leaps like there was from Wolfenstein 3D and DOOM and then Quake only a few years later. We sort of plateaued
@@aurastudios9801 But there isn't lol. We are to near photorealism. John Carmack was right to leave id for virtual reality. That is the next step. Graphics won't see any more enormous leaps because we are at the final plateau for it...
Doom 2016 was definitely impressive, though. Groundbreaking designs like Carmack innovates are few and far between in gaming these days. Right now the big thing is ray tracing which Doom doesn't have.
I love listening to John Carmack speak! I wish games would continue to evolve on the behavioral or interactive side but I feel that has stagnated (or even devolved) when you look at recent releases compared to even late ps2 era games. I imagine the financial side of gaming has a lot to do with this. Games are expensive and companies don't want to take risks on innovation. Thankfully I'm sure there's someone out there doing just that, even if it is in the indie scene.
He is truly working on the Occulus Rift augmented and virtual reality technologies, check out Occulus TH-cam channel, carmack gave a keynote speech for it in 2019
2:21 Instead of "decimate", something like "transfer" or "process" would be better terms. Yes, "decimation" is the name of a tool that reduces polygons, but a normal map is a polygon-less texture that reflects the full polygon detail of the model.
Doom 3 was so far ahead of its time that it still looks ok - Bump mapping, normal mapping, PBR, pixel perfect shadow volumes
totally, and the design is excellent, still in 2024 and its a fun game if its your first playthrough
Wolfenstein 3D was far ahead of its time in 1992
Doom was far ahead of its time in 1993
Quake 3 was far ahead of its time in 1999
For me, it's the sound design. Doom 3's atmosphere has little competition to this day.
Amazing video, John Carmack is my hero. Listening the legend talk about technical stuff is really cool.
I definitely look up to him also, he is an inspiring figure for sure. Reading about the early days when he was figuring out how to create a side scrolling game for the PC before it had been done was really fascinating
All hail John D. Carmack II!
Doom3 is a masterpiece!
When people complain that eternal doesn't look realistic, and John basically said 16+ years before that photorealism would not work with the classic doom formula. And he's right. I'm so glad eternal went more into the classic doom esthetic
Perhaps, but Doom 2016 struck a better balance between realism and arcade shooting gameplay.
@@NightWanderer31415 Eh, Doom 2016 suffered for that in my opinion in terms of how it looked.
I don't even remember what the unit health pickups in Doom 2016 looked like, but I remember my sheer delight when they brought back the health viles for Doom Eternal, because those are visually interesting and stand out.
I love Doom 2016, but easily my biggest gripe with it is how generic and dull a lot of it looked (especially the UAC facility levels)
@@TechnologicallyTechnical I agree, but I think Eternal suffers in exactly the same ways, and then some. The integrated resource management and emphasis on arena-style encounters really precludes some of the hallmark principles that made the original formula so engaging. Couple that with a rather over-indulgent narrative, and it doesn't feel like a Doom game at all. At least to me.
@@notachannelanymore-y1gI prefer Eternal and you are dead on. 2016 feels like the grounded proof of concept, and Eternal feels like the 8th and final entry in a power level anime.
Supposedly DA has large open areas to get away from the laser focus on arena combat.
Kinda sick all three are unique without being Doom 2 to Doom 3 level different.
If this guy still focused on better game engines for Doom, the games would be incredibly jawdropping. Doom Eternal looks beast, but if Carmack was on the team, I think it would be outta this world. Doom Eternal looks great, but it isn't a jump into another era. That's what Carmack did; he pushed games into the next level.
Although.... we are honestly at the point where there won't be giant leaps like there was from Wolfenstein 3D and DOOM and then Quake only a few years later. We sort of plateaued
@@darkknightniner9862 bro...John Carmack would have found a way
@@aurastudios9801 But there isn't lol. We are to near photorealism. John Carmack was right to leave id for virtual reality. That is the next step. Graphics won't see any more enormous leaps because we are at the final plateau for it...
@@darkknightniner9862 aight then
Doom 2016 was definitely impressive, though. Groundbreaking designs like Carmack innovates are few and far between in gaming these days. Right now the big thing is ray tracing which Doom doesn't have.
The guy walking in at around 5 minutes lol
The seamless repeat threw me off.
I love listening to John Carmack speak! I wish games would continue to evolve on the behavioral or interactive side but I feel that has stagnated (or even devolved) when you look at recent releases compared to even late ps2 era games. I imagine the financial side of gaming has a lot to do with this. Games are expensive and companies don't want to take risks on innovation. Thankfully I'm sure there's someone out there doing just that, even if it is in the indie scene.
Idc what anyone says, Doom 3 has some of the best and coolest lighting ever
this is an interrogation, but it's an interview
Wooooooooow, this dudes first question consisted of about 15 "You know's", jesus christ
yeah people should have a little electrical shocker in their pocket to shock themselves each time they say "you know", "like" "umm" and "uhh".
J.Carmack and M.Abrash should desing nex-gen ENGINE
10:31 repeated segment
Engine John doesn't mince words does he
he's ridiculously well spoken
So he came up with the idea of minecraft.
The god JC just spoke
Stop being stupid.
I am playing DOOM3 right now. I still prefer it to ETERNAL for example. I mean I like this claustrophobic atmosphere.
its far better game.
on there
This is my 2nd one
What is John Carmack doing today?
Working on AI
He is truly working on the Occulus Rift augmented and virtual reality technologies, check out Occulus TH-cam channel, carmack gave a keynote speech for it in 2019
Day 2 Occulus connect 6 John Carmack
idk probably sleeping right now
He works for Facebook.
2:21 Instead of "decimate", something like "transfer" or "process" would be better terms. Yes, "decimation" is the name of a tool that reduces polygons, but a normal map is a polygon-less texture that reflects the full polygon detail of the model.
a polygon-less texture... a texture then? lol