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: Field report 16: Goodbye 2014

About War of Rights with 10 comments by [WoR]TrustyJam on Dec 31st, 2014

Hello and welcome to our sixteenth field report!

First CSA privates

The first confederate soldiers are now ingame. They all wear Richmond Depot Type II jacket (a shell jacket) as well as carrying Enfield rifles. We now support all the most commonly worn jackets of the war (except for great coats which really did not see a great deal of use in the Maryland campaign) - sack and frock coats as well as shell jackets.

Here are a few screenshots of our new southern gentlemen:

New scenes

A few new scenes has been completed at Antietam as well: Otto Farm - the neighboring farm to the Sherricks as well as Pry's Grist Mill - one of the largest gristmills of the area located at Little Antietam not far from Keedysville.

New team members

We have upped our effective force quite a bit since last time and would therefore like to welcome Andrei - a 3d artist, Igor - a level designer and Julius - a programmer to the team. We're very much
looking forward to what they along with the rest of the team will be able to bring to the table in 2015.

Happy New Year!

2014 has been a great year for WoR. It opened up many new possibilities for us: new engine license, PBR & biweekly engine updates all helped pushing the development on. We also experienced some great (and when times were rough, persistent) work from our team members - mainly in the character & animation part of the development. 2015 is going to be the best one for us yet we feel. Internal testing, closed beta and eventually the launch at steams early access platform are all major milestones to be achieved in 2015.

We can't wait.

Campfire Games would like to wish all of our followers a happy new year!

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Tonyfongsaga
Tonyfongsaga Nov 12 2014, 10:55am says:

What is TBD?

+1 vote     reply to comment
Saphira890
Saphira890 Nov 12 2014, 4:13pm replied:

I believe TBD is To Be Dicided

+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
Tomkilla
Tomkilla Apr 16 2014, 3:31pm says:

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

+7 votes     reply to comment
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Platforms
Windows, WiiU, PS4, PS3, XBONE, X360
Company
Crytek
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Official Page
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Licence
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Release Date
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 @TurtleRock: Today is Community Manager Appreciation Day! All Turtle Rock Fans should go thank @DamJess for all the awesome she brings t…

16hours 23mins ago by cryengine

@27Spicy The Sandbox Editor works on a "what you see is what you get" basis, where you can work on the level and immeadiately test it.

23hours 7mins ago by cryengine

@JamesDwho Thanks for the feedback, we will look into different wording for the next iteration.

Jan 26 2015, 5:52am by cryengine

@JamesDwho Yes, these are separate prizes. On this day, there were 21 winners- 20 for Warface weapons, and one EaaS subscription winner.

Jan 26 2015, 5:23am by cryengine

@27Spicy What GPU do you have? You need to not only have DX11 installed, but also a GPU that actively supports it.

Jan 26 2015, 5:19am by cryengine

@JamesDwho Hey James, those were separate prizes. All winners have now been notified.

Jan 26 2015, 4:52am by cryengine

RT @adam_johnson_: Oh yes! Finally, we've managed to get our grubby little mitts on the best URL on @YouTube: T.co :) Ya…

Jan 26 2015, 4:29am by cryengine

@27Spicy Hey David, you need a DirectX 11 graphics card to run CRYENGINE.

Jan 25 2015, 2:46pm by cryengine

RT @SMCGamingYT: Great night with our growing @miscreatedgame family. A great community is being built and we are honored to broadcast it!…

Jan 23 2015, 4:51am by cryengine

Did you see the new "Arena Commander 1.0" Trailer for #starcitizen ? #CRYENGINE space combat never looked better! T.co

Jan 22 2015, 12:09pm by cryengine

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