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!


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™ 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.


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 Post news Report abuse Latest News: Tempest - Monthly Recap #6

About Tempest with 0 comments by Jackseno on Jun 29th, 2015

Welcome to our sixth monthly recap! We have begun our move to Unreal 4 engine. It's been a somewhat slow start, but we are making progress!

Third Rate Ship of the Line

In addition to getting everything set up for our fresh start, I have been personally creating new ship! A 50 gun Third Rate with Royal Navy colours. The model isn't complete yet, but I thought I'd show how progress is coming along with it. It still needs things like sails, furnishings, and lots of other small details. At the moment though its general structure is complete. It is the largest ship I have created to date! I am contemplating making it a playable ship, eventual playtesting will prove whether this is feasible or not though.


One of our programmers, Josh, has taken to cannons as his first foray in to Unreal 4. In addition to being a good entry task to learn the basics of Unreal, this matches our desire to start with a more ship-focused approach to our initial design that we will be taking. Our plan is to get our ship mechanics down 100% before re-creating the land-based levels players will explore. Here is a video showing some of Josh's progress:

Tempest at the Welsh Games Development Show!

A big thank you to all the people who attended our booth at the Welsh Games Dev Show on the 19th of June. (And hello to anyone reading this who saw us there!) We ran our Cryengine build to showcase our work and received lots of positive feedback! =)

We hope to return next year with an even better Unreal build!

Our plan moving forward

Starting again won't be easy, so we don't expect to approach the level of functionality we had in Cryengine for some time. However, building all of our fundamentals from the ground up will allow us to make sure our foundations are strong, and also fine tuned to our exact specifications. With this in mind, Zack is working on creating an ocean for us. This is important as we will need the ocean to react to ships, and have varying wave physics that will play an important part in storms. We will hopefully have more to show of this next month in July. Tom will be creating prototypes to test network functionality, whilst I will continue to send our various ships through the pipeline, as well as continue to create more ships.

We are always looking for more help!

If you are a concept artist, programmer, or voice actor, please get in touch with us either via PM or comment here on IndieDb. We would welcome the support!

Let us know what you think!

If you like the sound of what we're trying to achieve here, or if you'd like to help us out, leave a comment or send us a PM. We welcome critique and feedback. That's all for now. Until next time!

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

What is TBD?

+1 vote     reply to comment
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 Nov 12 2014, 4:13pm replied:

I believe TBD is To Be Dicided

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


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

Star citizen with cry engine looks amazing

Check it out

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

Hope its easier to use then unity :d

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

seems like an awesome program.

+2 votes     reply to comment
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Released Aug 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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In the final part of our #VR blog series, our team talks about what makes @cryengine a powerful tool for VR devs.

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