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.

Image RSS Feed Latest Screens
Labs Images for Miscreated Images for Miscreated
Blog RSS Feed Report abuse Latest News: Housing System !

About Umbra with 3 comments by UmbraGame on May 24th, 2015

Today, we are going to talk about Umbra’s housing module!

We are completely blown away by the support we’ve received on Kickstarter, to be at more than $170 000 already? AMAZING! Less than $60000 to go! Soon we’ll achieve our initial funding goal, and then we'll present to you the additional stretch goals we have planned.

We want players to have their own place of peace, an area of their own thanks to their hard work while fighting in the wild. We want you to showcase your trophies and hard earned items in a unique place that you build yourself! Are you ready? Then come join us to discover Umbra’s housing module!

Umbra’s housing system allows you to build your house from the ground to the walls, adding furniture throughout the place; allowing you to showcase armors, weaponry and trophy kills.

The following video is an early working prototype of the housing module, allowing you to see the possibilities and to give you an idea what it will look like once the game is finished!

We hope that you enjoy this video presentation! Let us know your thoughts and what you would like to see in Umbra’s housing system! We would love to see what improvement you would like to bring to the game.

We also want to mention that Crytek themselves will be running a stream for Umbra on the 27th. We'll mention this again with the link for the stream and the time when it will start in an update next week.

Media RSS Feed Latest Video
Games
FATUM ~ The Will of a God ~

FATUM ~ The Will of a God ~ FATUM ~ The Will of a God ~

Updated 1 day ago TBD Single Player Adventure

I do not want you to rescue a princess I do not want you do a search to save your friends I do not want you change the future I do not want you kill the...

The Division™ SA:World At War

The Division™ SA:World At War The Division™ SA:World At War

Updated 1 day ago TBD Co-op Third Person Shooter

Apart from the real Tom Clancy's The Division , we have been creating another Free-to-Play Co-Op Game.An Openworld Sandbox to explore and fight either...

Umbra

Umbra Umbra

Updated 1 day ago Coming 2016 Single & Multiplayer Role Playing

An isometric view open world action-RPG taking place in a corrupted world falling apart. The game features a unique mechanic called Apocalyptic Form that...

Aderyn's Cradle

Aderyn's Cradle Aderyn's Cradle

Updated 1 day ago TBD Single & Multiplayer Role Playing

Cradle features a groundbreaking fast-paced system for melee combat driven by your intent and purpose. When you attack in Cradle it is not a stand-in...

War of Rights

War of Rights War of Rights

Updated 4 days ago TBD Multiplayer Combat Sim

Set during the American civil war, War of Rights aims to bring players into the midst of several famous battles. Gameplay focused on realism will enable...

Post comment Comments  (0 - 10 of 250)
Tonyfongsaga
Tonyfongsaga Nov 12 2014, 10:55am says:

What is TBD?

+1 vote     reply to comment
LondonCartel
LondonCartel Feb 12 2015, 6:27am replied:

To be announced (TBA), to be confirmed (TBC), and to be determined (TBD) :)

+2 votes     reply to comment
Saphira890
Saphira890 Nov 12 2014, 4:13pm replied:

I believe TBD is To Be Dicided

+3 votes     reply to comment
abdullahsaleh16
abdullahsaleh16 Feb 18 2015, 10:17am replied:

Correct

+1 vote     reply to comment
Guest
Guest Sep 7 2014, 5:34pm says:

Star citizen with cry engine looks amazing

Check it out

+1 vote     reply to comment
DonBre
DonBre Jun 5 2014, 4:20pm says:

Hope its easier to use then unity :d

+1 vote     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?

0 votes     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:

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
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Platforms
Windows, XONE, X360, WiiU, PS4, PS3
Company
Crytek
Contact
Send Message
Official Page
Crydev.net
Licence
Commercial
Release Date
Released Aug 15, 2011
Engine Watch
Track this engine
Share
Community Rating

Average

9.5

226 votes submitted.

You Say

-

Ratings closed.

Highest Rated (3 agree) 10/10

Brilliant. User friendly engine. Just keeps getting better.

Nov 24 2011, 3:16pm by SirApple

Twitter

Latest tweets from @cryengine, @crytek

News flash! We'll be streaming @UmbraGame with SolarFall Games next Wednesday. Join us for some fun and a live Q&A! T.co

May 22 2015, 1:00pm by cryengine

RT @arenaoffate: THIS. IS. SPAR...no wait, it is actually Friday! Have a great weekend from Achilles and his fellow Heroes. T.co

May 22 2015, 11:58am by crytek

RT @arenaoffate: THIS. IS. SPAR...no wait, it is actually Friday! Have a great weekend from Achilles and his fellow Heroes. T.co

May 22 2015, 11:58am by cryengine

@austin_jarboe It is not really our place to speculate about our licensee's titles. Sorry we can't assist you Austin!

May 22 2015, 8:27am by cryengine

@DJMedzy Yes, C++ is the way to go with CRYENGINE. You can also find more info on the topic on our documentation T.co

May 22 2015, 8:03am by cryengine

@austin_jarboe The game was developed using our engine, but we were not involved in the day-to-day development of it.

May 22 2015, 3:43am by cryengine

@austin_jarboe It is quite the leap to assume that we developed something only because it was released in Europe first :) We did not.

May 22 2015, 3:41am by cryengine

@DJMedzy It really depends on what game you would want to create Dan, but some knowledge of programming is always helpful.

May 22 2015, 3:37am by cryengine

RT @UmbraGame: #CRYENGINE powered #Umbra needs your help on #kickstarter If you love hack'n'slash #rpg titles pls RT! #gamedev T.co

May 21 2015, 5:47pm by cryengine

RT @xavierfoucrier: @Crytek The last one that was missing in my collection. Now, I have a #maximum power! #crysis #cryengine #forever http:…

May 21 2015, 5:40pm by cryengine

Embed Buttons

Promote CryENGINE 3 on your homepage or blog by selecting a button and using the embed code provided (more).

CryENGINE 3 CryENGINE 3
CryENGINE 3
Statistics
Rank
5 of 707
Last Update
4 days ago
Watchers
912 members
Games
134
Files
3
News
273
Features
2
Tutorials
29
Reviews
45