CryENGINE®3 - THE COMPLETE GAME DEVELOPMENT SOLUTION READY FOR THE NEXT GENERATION


CryENGINE®3 is the first PC, Playstation®3, and Xbox 360™ all-in-one game development solution that is Next-Gen ready with scalable computation and graphics technologies.

Using the CryENGINE®3, you can start the development of your next generation games today. CryENGINE®3 is the only game engine that provides multi-award winning graphics, state-of-the art lighting, physics and AI, out of the box.

The famous CryENGINE®3 Sandbox™ editor is a production proven, third-generation real-time tool suite designed and built by AAA developers. CryENGINE®’s powerful real-time renderer is now even better! DirectX 11 (DX11) support significantly enhances the capabilities of the renderer within CryENGINE®3, allowing for some of the best visuals ever seen.

Below, you'll find just a fraction of the features available in CryENGINE®3!


Tessellation

CryENGINE®3 now supports DX11 hardware accelerated tessellation on all meshes, including animated characters. Artists can now enable tessellation in real-time! CryENGINE®3 features support for three different types of tessellation, all of which can be mixed so as to significantly increase the quality of
asset rendering in-game. With displacement mapping CryENGINE®3 can now represent silhouettes and complex geometric shapes, previously impossible with current generation bump mapping, through displacement mapping.

The other two tessellation methods are designed for mesh refinement, taking a coarse, or low-poly model and using tessellation to create an higher-fidelity and much smoother mesh. As these methods are all editable in real-time in CryENGINE®3 SandboxTM, artists can easily decide which assets should use such features, finding an ideal compromise between visual fidelity and performance.

Real-time Local Reflections (RLR)

Reflections are one of the biggest challenges in real-time rendering, particularly for deferred rendering and lighting engines. Before DX11, only reflections for surfaces such as water; or  environment probe reflections have been possible. CryENGINE®3 now introduces a new method: Real-time Local Reflections (RLR). RLR approximates ray-traced HDR reflections local to objects. This  technique allows for any kind of curved surface in the scene to reflect the nearby surroundings  efficiently in real time. This includes immensely complex objects with self-reflections, which are not  feasible with cube-map or planar reflections.

Parallax Occlusion Mapping (POM)

Parallax Occlusion Mapping (POM) returns in CryENGINE®3, optimized for all platforms and can now be used to add self-shadowing and the appearance of depth on all surfaces. CryENGINE®3’s POM efficiently approximates surface displacement in tangent space. Due to it’s low cost on all platforms,  self-shadowing support and simulation of macro details, POM grants a viable alternative to tessellation  on all surfaces.

Advanced Tone Mapping with HDR S-Curve

The CryENGINE® tone-mapper is improved and updated to give users S-Shaped curve color control,  which better mimics the exact behavior of film tone reproduction. This allows for a wider tonal range, improved definition on the dark tones, giving a richer color space for CryENGINE®3 games.

Ocean and Water Rendering

CryENGINE®3’s trademark, benchmark setting water rendering just got better! All water volumes can  now use DX11 hardware tessellation. Mesh geometry is dynamically tessellated, varying by the  distance from the camera. This allows for a very high amount of geometry details close to the camera and eliminates geometry aliasing. Shading has also been updated: now supporting sub-surface  scattering and wave crest foam approximation. CryENGINE®3 water also offers a more accurate  surface normal computation, even allowing shader based ripples to interact with the CryENGINE®  physics system.

Natural lighting & dynamic soft shadows

CryENGINE®3 features near-reality natural lighting at a low cost on multiple platforms, and creates  soft shadows that dynamically respond to natural movements in real-time. High-resolution,  perspective-correct and volumetric smooth-shadow implementations are also included in  CryENGINE®3.

Deferred lighting

The unique CryENGINE®3 deferred lighting solution allows the efficient rendering of a vast number of  light sources with per-pixel shading. It can also considerably simplify engine performance tuning  across multiple platforms.

SSDO-Screen Space Directional Occlusion and Contact Shadows

Crytek introduced SSAO in real-time gaming and now enhances it with the new technique of Screen  Space Directional Occlusion (SSDO). SSDO allows any number of lights to be included in the  calculation of Ambient Occlusion (AO); and for the color of all lights to be taken into account. SSDO improves physical lighting accuracy and provides dynamic contact shadows, even from the efficient CryENGINE®3 deferred ambient lights. The new CryENGINE®3 DX11 renderer allows contact shadows
to be cast from every single light source in the game environment!


CryENGINE® 3 SANDBOX™  - THE ULTIMATE MULTI-PLATFORM TOOLSET


CryENGINE®3 Sandbox™ gives developers full control over their multi-platform creations in realtime. It features many improved efficiency tools that enable the fastest development of game worlds and  game-play available on PlayStation®3, Xbox 360™ and PC. All features of CryENGINE®3 games can be  produced, edited and played immediately with the “What You See Is What You Play” (WYSIWYP)  system.

Below, you'll find just a fraction of the features available in CryENGINE®3 Sandbox™!

Flow graph

CryENGINE®3’s simple yet powerful visual editing system in gives designers intuitive interfaces to create and control events, triggers and game logic. This lets them build game play systems and  complex levels without needing to write a single script.

TRACK VIEW EDITOR

The Track View is the embedded Sandbox cut scene editing tool for making interactive movie sequences with time-dependent control over objects and events in CryENGINE®3. Creating cinematic cut scenes and scripted events are both possible, allowing you to sequence objects, animations, and  sounds in a scene that can be triggered in the game, and played either as a detached cutscene from  the third person view, or from the first person perspective of the player in-game.

Fully flexible time of day system

The time of day can dynamically change during a game mission to reflect the position of the sun and moon, as well as lighting and atmospheric conditions over any predefined day/night cycle, from a  foggy morning sunrise to a fiery sunset or a clear moonlit night. Create visually rich time-of-day  simulation for your game world or its locations and achieve the most realistic or surreal settings.

Advanced terrain system with integrated voxel objects technology

CryENGINE®3 features the only real-time terrain tool-set that enables the creation of stunning concave environmental features. This lets designers place over-hanging cliffs, caves or tunnels  seamlessly in each level.

Multi-Layer Navigation Mesh

The Multi-Layer Navigation Mesh (MNM), is an enhanced dynamic navigation data structure used by AI Agents to path-find through levels. This system is integrated in CryENGINE®3 SandboxTM; designers can simply use the tools to define areas where the navigation mesh should be generated and let the CryENGINE®3 MNM do the rest of the work! MNM also supports real-time dynamic updates in game, so that when an area changes, the navigation mesh updates without delay.

Multi-core support

To get the most out of modern multi-core processor architectures, CPU-intensive sub-systems of CryENGINE®3 such as graphics, physics, AI, networking and sound, have been optimized to support multiple processors, including innovative support for PlayStation®3 SPU.

Uber-shader technology

CryENGINE®3 shaders are written once in a high-level language, then compiled automatically to each platform. The shader output is optimized based on the artists’ settings and the 3D environment in which the shader is used. This creates unique, high-performance effects, such as “cloaking” or wet, muddy and frozen surfaces, which can be layered together and combined with other shaders such as metal, glass and a full range of similar visual effects. CryENGINE®3 supports real-time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate effects including windows, bullet holes and shiny surfaces. It also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology lets CryENGINE®3 avoid the traditional shortcomings of solely using uber shaders.

Interactive & destructible environments

All environments in CryENGINE®3 can be dynamically physicalized, regardless of their nature (wood, steel, concrete, natural vegetation, cloth and soft body physics). This allows procedural destruction and deformation of as much of the environment as the game requires. All broken objects and parts can be interactive, with realistic properties such as mass or buoyancy applied to all kinds of debris.

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Blog RSS Feed Report abuse Latest News: Development Update (08/15/2014)

About Miscreated with 5 comments by Jenilya on Aug 16th, 2014

Hello, and happy weekend everyone!This update is going to be a shorter one than usual - primarily because of the issues we've been focusing on, which are documented below:

Animations

We're still doing a lot of work on the animations for the game, and this is currently our most critical item to get fixed and improved.  We've been doing work on blending additive animations (for the players arms), working on adjusting base movement speeds and animations to reduce foot sliding, adjusting the base skeleton so the player isn't hunched over when running as much, adjusting the base mesh to remove some of the "turtling" effect in the neck at times, making some custom transition animations (crouch to stand, stand to sit, ...), re-skinning the mesh so it conforms better to animations, continuing to work on and improving the first person weapon animations, and pretty much everything else you can imagine related to animations. We want the animations to look as good as we can for all of you, so we're really doing our best in this regard.

Main Menu

A lot of clean up work has been done on the main menu of the game.  It hasn't really been updated for almost a year now, so it was time to make sure it was entirely functional again.  It will now correctly use your Steam name in game, which you can change in the main menu, when you log into servers, show the correct number of players on servers, the time of day on the servers - all the typical stuff you'd expect.  Right now there are just about a dozen base video options you can set for the game. In the future (during alpha) we'll revisit the video options and break down the options a lot more so players can tweak more specific settings.  So, for now, it's functional, but is definitely far from being something final.

Game Optimizations

At this phase of the game we're not going to be too picky when it comes to optimizing the game, but we have been spending time adjusting some of the larger issues related to graphics performance.  Some of our original assets for the game were really poorly optimized, and even some of the more recent ones, so now a lot of them are a lot better.  There were cases where we reduced assets that had around 200 drawcalls down to 10, and others that had 80 down to 2 or 3.  With Cryengine, there are some simple mistakes that can be made with assets that have a really dramatic performance impact if they're not modeled correctly.  There are adjustments we want to make for the vegetation draw distances (right now everything is set to the default values), but we'll wait on that until we have the vegetation we want to use locked down and then do it all in one pass - that's why the render distance for the grass is short in some of the videos and screenshots.

Updated Vegetation

As you'll see in the screenshots at the end of this update, we've been working on some new vegetation for the game.  They make the world look much better than before, and they are also more optimized than the previous ones were, which allows us to render even more of them at once.

General Cleanup

In general, there has been a LOT of cleanup made to the game over the past couple of weeks - models, textures, code, materials, physics proxies, and animations. Unfortunately we can't really show any of that process off in a weekly update, but I think it's important to mention in the update because a lot of our time has been focused in that area.And now, time for some screenshots! (we will do another Twitch stream as soon as we're ready with the animations)





And now, time for a photography exhibit titled, "Foggy Morning in Woodhaven". The photographer is still an intern, so please ignore the watermark on some of the photos and the blood he accidentally left on the lens after his fall down a cliff to capture the last photo(he really wanted that photo!) - clumsy, but dedicated.















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Post comment Comments  (0 - 10 of 247)
DonBre
DonBre Jun 5 2014, 4:20pm says:

Hope its easier to use then unity :d

+2 votes     reply to comment
Tomkilla
Tomkilla Apr 16 2014, 3:31pm says:

Best game engine. I hope Crytek will support it for many many years.

+6 votes     reply to comment
Guest
Guest Apr 11 2014, 8:55am says:

i have a question:can i put gun attachments into a game with any engine or does it require a certain one?

+1 vote     reply to comment
jetsetblues
jetsetblues Feb 16 2014, 4:31pm says:

One of best game engines, I'm waiting for more projects made with CryEngine. :)

+2 votes     reply to comment
RaptorJesusGames
RaptorJesusGames Jan 1 2014, 10:07pm says: Online

they should make it so that you can develop on a mac, or at least make it so that you can develop for mac

+2 votes     reply to comment
Uoruta-fenikkuso
Uoruta-fenikkuso Dec 16 2013, 12:56pm says:

seems like an awesome program.

+2 votes     reply to comment
BlackPlagueTech
BlackPlagueTech Nov 3 2013, 2:19pm says:

Will be using this engine for a zombie FPS, working on another project atm, idk when I'll be albe to get to my FPS.

+2 votes     reply to comment
Injamacreations
Injamacreations Oct 11 2013, 10:17am says:

I am a bit confused where can I download the engine I cant find it on this site do I need to find it Elsewhere?

+2 votes     reply to comment
TeaGuyify
TeaGuyify Oct 27 2013, 5:08am replied:

crydev.net

+3 votes     reply to comment
slipkid69
slipkid69 Oct 3 2013, 8:41am says:

Sweet.

+2 votes     reply to comment
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Platforms
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Company
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Released Aug 15, 2011
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Highest Rated (3 agree) 10/10

Brilliant. User friendly engine. Just keeps getting better.

Nov 24 2011, 3:16pm by SirApple

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