Unity does not make that much money from assets. They make the majority of their revenue through licensing their engine to "whales"... the small percentage of games that make huge revenue.
They also make money through ad services... a market they seriously missed out on (look at AppLovin stock vs Unity).
Asset sales are barely a blip.
Unreal makes the vast majority of it's revenue through microtransactions on its one major whale game Fortnite
MSFT could have opened up idTech completely since they make 0 dollars from licensing the engine anyways.
Microsoft's game divisions make money through making games, so opening up the engine itself would've been conducive to their goals (cultivating an ecosystem of devs and even contractors familiar with the tooling).
idTech rendering is more competitive with Epic's Unreal technology than Unity and Godot.
They should simply open source it if they fire the devs. Else the engine and future support for the games built on it are essentially being tossed into the trash.
Microsoft, one the world's greatest monopolists, bequeaths a game engine monopoly unto Epic Games, in one the biggest corporate blunders of all time.
If they were smarter about this, they would commoditize their compliment and open source the Doom The Dark Ages engine just like John Carmack did with the Quake 3 engine.
Scott Miller (founder of Apogee/3dRealms) stated that id Software and most of programmers (the team behind idTech and Doom: The Dark Ages) will be let go.
Basically one of the last cutting edge engines not built/maintained by Epic Games (Unreal Engine) will basically die.
Fun exercise. Type in pokemon or japanese. You can really see the nearest neighbor text in embedding space. Pokemon gives passafes referencing animals and japanese passages referencing foreigners
John Carmack slaved away writing super optimized ground breaking realtime 3d game engine code that created a multibillion dollar industry.
Adrian Carmack mostly took photographs of clay scultures (and in some cases actual plastic toys, in the case of the chainsaw and pistol used in the original Doom), and digitized them in Corel. Something any half-way decent art student could do (not to discount the iconic visual style of Commander Keen and Doom!)
It was Adrian who walked away with 41% of the >100 million dollars company!
Didn't Adrian Carmack (the art guy; no relation) get something like 10x more equity in the company than Carmack and Romero b/c of how badly they botched their cap table?
There's an aspect to this which feels like part of it is that Zuckerberg himself is sliding into middle age.
Facebook has been around for 20+ years now. The youthful exuberance of Web 2.0 has given way to the exuberance of an even greater more disruptive AI era.
The problem is, it leads to blind imitation. And it's obvious who he's imitating.
It's Elon Musk. From Zuck's perspective, all he ever did was figure out how to monetize a PhP web app - something my buddy in high school could create for our M.U.N. club. Zuck spends millions on VR glasses, low income high schools, 100,000 software engineers, and all he has is the same webapp + some monopolistic acquisitions and a loving wife and child.
Elon is a total dick to everyone, impregnates his executives, gets high on ketamine, does the Nazi salute on live television, but, importantly, launched more satellites into space than any country on Earth. For less than the price of a shitty VR webapp that 20 people used, Elon will solve Global Warming and bring humans into the outer reaches of the solar system. The duality of man.
If Elon started pissing his pants in public or flinging poo at his enemies, Zuckerberg would start doing the same thing.
I suppose there's still Quake 3 Arena and DOOM3 to complete the full "John Carmack" early 90s to early 2000s technical overview series.
Or maybe something with the Sega Saturn. I heard the Sonic X-treme team worked so hard to make a 3d Sonic game for that platform in the mid 90s that multiple team members had to go on medical leave!
Lovely book. Skimming through it. One thing that might help contextualize it is a brief discussion of the how contemporary hardware like the SNES rendered sprites so efficiently compared to the PC hardware at the time. It's not obvious to modern readers why a PC with significantly more powerful compute capabilities would struggle to keep up with significantly slower Nintendo hardware at the time for sprite rendering.