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.
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) 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.
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.
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.
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.
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.
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™!
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.
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.
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.
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.
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.
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.
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.
We're extremely happy to announce that today marks the release of the next big milestone update to the Technical Alpha: The game engine upgrade from CRYENGINE 3 to CRYENGINE V. We've spent these past few months of the development with this upgrade in mind for our next big update to the game so we hope you'll like what you'll see.
But what exactly is and means an engine upgrade? How does it benefit the development of the game and thus also you, the players?
Ever since the first release of the Technical Alpha, we've been using the final CRYENGINE 3 version (at the time offered through Steam). This version of the game engine is nearly a year old now and since Crytek, the creators of the engine, is one of the technological leaders of the industry, the engine has naturally evolved quite a bit in that timeframe. Timing in regards as to when to upgrade is also a considerable factor. We feel like now is the right time to upgrade as CRYENGINE 5 is getting ever more stable and our amount of code written is still manageable (the further along a game is in development the harder it generally is to upgrade the game engine).
What benefits will the development of WoR be getting thanks to the upgrade?
CRYENGINE V comes with some big new features as well as a bunch of smaller ones. Some you may notice as a player while others are more geared towards the development of the game. Below is a list of some of the improvements CRYENGINE V brings to the table.
One of the most easily noticeable new features is that of the new cloud system. Clouds are actual volumetric entities now, giving them the ability of receiving different lighting and shading depending on the sun location and time of day which results in a much more realistic look. They are also producing real time shadows on the ground now. So if it is suddenly overcast on the ground you can look up and correctly spot a cloud in front of the sun now.
We've given the entire time of day an overhaul in CRYENGINE V and will continue to tweak and improve it even more in the future. Here's a showcasing video as well as a before & after screenshot comparison between CRYENGINE 3 and CRYENGINE V:
While the engine upgrade has been our primary focus, today's update also includes quite a bit of new content added to the Technical Alpha. Below is a brief overview of some of the new stuff you can expect to see in-game starting from today!
The CRYENGINE V Upgrade update brings 6 new weapons in-game for you all to enjoy:
Colt M1847 Walker (Captain tiered backer reward)
Colt M1849 Pocket
Colt M1851 Navy
Colt M1860 Army
Sharps M1859 new model percussion rifle
Below is a short video demonstrating the newly added Sharps M1859 rifle which you will be using as either a Bucktail or US Sharpshooter in-game.
This update also brings the very first batch of emotes to the Technical Alpha. Emotes are basically bits of extra animation flair given to players in order to up the role playing and immersion factor of games. In our instance, the emotes will primarily consist of various ordered stances with the rifle.
Here’s a video showing the first set of emotes in War of Rights:
As hinted at earlier, the update also adds a number of new playable regiments to the Technical Alpha:
Our Character Artist, Pat, has been hard at work on some of the finer details of the characters such as updated equipment and additional tweaks to faces and beards.
If you’re interested in going through all of the update changes of this big update you can do so at our alpha section of the forum over at: Warofrightsforum.com
Some systems and content may seem less polished than the previous build of the Technical Alpha - this is due to the change of engine having required most of our systems to have been set up properly again as well as having to deal with different engine bugs/having to learn the ropes of the new engine. You should therefore expect new and possibly old bugs introduced as part of the upgrade. As always, we hope you’ll document your findings in the bug report section of the alpha forum over at: Warofrightsforum.com and we shall do our best to squash them.
The engine upgrade marks an important milestone for us. We are now more free than ever in regards to having full source code, we have more advanced graphical features and we have more content available in the drill camp than ever. The next big target is the very first combat oriented game mode: Skirmishes Phase 1. We’d like to thank you all for your continued support and patience. Developing a game such as ours isn’t a fast process - sometimes quite a bit slower than what we’d like but in the end the extra amount of time spent is usually what makes most of the difference between a good and a bad game. With CRYENGINE 5 we’ll be able to deliver an even better package going forward and we can’t wait to share that journey with you!
That’s about all for now. We hope you’ll enjoy the latest update to the Technical Alpha and we look forward to be seeing you all on the servers honing those maneuvers, welcoming new testers to our unique community and generally enjoying yourselves!
Until next time, have a good one!
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