Stellungnahme von Creative zum Doom-3-Problem
In den letzten Tagen wurden Probleme um die von id-Software verwendete Schatten-Berechnungs-Technologie bekannt. Die in Doom 3 eingesetzte Technik wurde 1999 von Creative patentiert und ohne Rücksprache in der Engine eingesetzt.
Am 26. Juli einigten sich Creative und id-Software. In einer Pressemitteilung war zu lesen, dass id-Software den Raumklang-Algorithmus EAX Advanced HD von Creative in die Doom-3-Engine integrieren wird. Creative wird keine weiteren Patentansprüche einfordern.
Kritiker finden, dass dies eine nicht ganz saubere Methode von Creative war, die eigene EAX-Technologie in Doom 3 und zukünftigen Spielen, die auf dieser Engine basieren, zu platzieren.
Wir erhielten heute eine Stellungnahme von Franco De Bonis (Worldwide Audio Sales Marketing Manager bei Creative) in welcher der Sachverhalt aus Creatives Sicht dargestellt wird:
"In our earlier graphics years (1999) we developed a technique for shadowing that is optimized. Recently "id" approached us informing us that they had used this technique in the development of DoomIII and had subsequently discovered that we owned the patent on it. The possible solutions to this were discussed and the outcome was the deal that you also carried on Monday
26th: "Creative and id Software make loud Doom noise".
Like any company Creative owns a number of technology patents and like any company we need to ensure that our patents are protected. Simply allowing another company to knowingly use a patent you own weakens your position and future claims against infringement. We therefore had to find a legally acceptable way to allow id to use this technique without it being seen as an infringement. The goal was the same from id's perspective.
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.
Naturally however, being the leaders in PC audio (with no fewer than 11 PhDs in various fields of Audio), we truly felt that the buyers of DoomIII would be missing out on a crucial element of the gaming experience, 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?
Ask anyone who played Call Of Duty with and without EAX and they'll tell you what a difference it made to the realism and overall enjoyment of the game. This experience is replicated across the hundreds of titles that support EAX today. So why should DoomIII gamers miss out?
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 means we deliver better performance with up to 10X the quality of a MB audio system.