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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Mountain Grand Canyon An Island
Blog RSS Feed Report abuse Latest News: Development Update 04/12/2014

About Miscreated with 1 comment by NickJonathan on Apr 13th, 2014

Right now the entire team is focused on getting the game and assets ready for an updated trailer for the game. We have the game currently queued up for official submission into the Steam Early Access program, but we want to make sure everything looks as good as it can before we submit, and part of that is a video trailer.

Overall, assets and models for the game are coming along nicely, and the main player character is almost completed - we are still making minor texture adjustments to him and fixing small skinning issues as we find them. He also is slowly gaining more clothing options to wear as time goes on. In the images below I've included a pair of shoes for him, for example.

Animations are still our biggest concern at this point because of the new system being used in the 3.5 version of CryEngine. We are making progress with animations each day, and learning more about the system as we go, but there is still a lot of work for us to do in this area.

The M4A1 you've seen in the past has been almost completely reworked as well and is now made up of a lot of individual parts. So, in the game, you'll be able to find several attachments to modify the look and performance of the weapon. It's currently being re-textured, so we'll release new images of it once those are finished.

I've included four new images below from some of the artists on the team below for you enjoyment:

Graffiti

Shoes (wearable item)

Curtains

 
Garbage Dumpster

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Post comment Comments  (0 - 10 of 246)
Tomkilla
Tomkilla Apr 16 2014, 3:31pm says:

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

+1 vote     reply to comment
Guest
Guest Apr 11 2014, 8:55am says:

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jetsetblues
jetsetblues Feb 16 2014, 4:31pm says:

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

+1 vote     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

+1 vote     reply to comment
Uoruta-fenikkuso
Uoruta-fenikkuso Dec 16 2013, 12:56pm says:

seems like an awesome program.

+1 vote     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
Sgt_Prof
Sgt_Prof Sep 17 2013, 5:21am says:

I just started working on this engine ! It's awesome ! every my created thing looks breathtaking ! thanks crytek !

+3 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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Latest tweets from @cryengine, @crytek

RT @Lichdom: GameSpot's JoJo will be taking on the undead of Lichdom now! Don't miss all the #badass mage action. T.co

Apr 22 2014, 5:27pm by cryengine

RT @gamespot: WIN: Follow @gamespot & RT for a chance to win a @Lichdom: Battlemage Early Access beta key! T.co T.

Apr 22 2014, 5:17pm by cryengine

A good read on @RenderDoc : RT @developonline: Key Release: Crytek's graphics debugger RenderDoc T.co

Apr 22 2014, 10:54am by cryengine

@FeNo_fr As previously announced, we plan to launch it in May.

Apr 20 2014, 7:43am by cryengine

RT @AMDRadeon: We’re excited about @Crytek’s adoption of Mantle. See what Cevat Yerli said during his announcement at #GDC2014: T.co

Apr 18 2014, 5:58pm by crytek

RT @AMDRadeon: We’re excited about @Crytek’s adoption of Mantle. See what Cevat Yerli said during his announcement at #GDC2014: T.co

Apr 18 2014, 5:58pm by cryengine

RT @indiegamemag: The power is literally in your hands! Don't miss our first impressions of @Lichdom T.co #GameDev #Indie

Apr 18 2014, 9:46am by cryengine

RT @Zombirate: Still amazed at the fact @Crytek somehow managed to get Crysis 3 running on 360. Looks incredible considering.

Apr 16 2014, 3:53am by cryengine

Congratulations! #Lichdom RT @Lichdom: Ten Ten Hammer has named us one of the top picks from this year's show! T.co

Apr 15 2014, 4:48pm by cryengine

Indie RPG @Lichdom from @xaviant is now available on @steam_games #EarlyAccess ! T.co #CRYENGInE T.co

Apr 15 2014, 12:03pm by cryengine

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