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
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

Media RSS Feed Latest Video
Games
A Night at Mar Saba

A Night at Mar Saba A Night at Mar Saba Indie

Updated 1 year ago TBD Single Player Role Playing

Description of the Project The Project are Stand-Alone Game, with own asset created. He was a Gore-Horror-Suspense Third Persons. A lot of effect like...

Aloadae

Aloadae Aloadae Indie

Updated 11 months ago TBD Single Player Adventure

Aloadae is a mystery/survival game based on Cryengine 3. Developed by a small team called Bleeding Colors . The game is set in the pacific northwest in...

Amissus

Amissus Amissus Indie

Updated 4 months ago TBD Single Player Adventure

Amissus is a hardcore survival game based heavily on player intuition and imagination. Set on a small seemingly abandoned island lost somewhere in the...

Aporia: Uncover the Mystery

Aporia: Uncover the Mystery Aporia: Uncover the Mystery Indie

Updated 1 year ago TBD Single Player Adventure

In a world of mystery, ripe with secrets - its is up to you to uncover the truth! WHY ARE YOU HERE? Aporia seeks to re-introduce MYSTERY as a primary...

Bring

Bring Bring Indie

Updated 9 months ago Released Jul 1, 2013 Single Player Adventure

Beautiful and trivial Indie - atmospherics tells an unusual love story.

Post comment Comments  (30 - 40 of 246)
Draiter
Draiter Apr 27 2012, 11:38am says:

it's ok... doesn't match up to Source's potential though... And I don't give a **** about "realistic" graphics so don't start that argument with me... I care more about an engine that is close to perfection aka Source...

-4 votes     reply to comment
MasterOfAntics
MasterOfAntics May 12 2012, 10:53am replied:

are you kidding me the source engine is extremely unstable due to the fact that they try to push the old thing way to far. I my self cant wait for valve to make a new engine, which will never happen because it has too many fan boys.

+4 votes     reply to comment
Duruk
Duruk Apr 16 2012, 12:21pm says:

Crysis 3 screenshots: Moddb.com

+2 votes     reply to comment
Kenetics
Kenetics Apr 7 2012, 2:46pm says:

Did they remove the Rollup bar in the newest update? (3.3.9)
I can't seem to find it...

+2 votes     reply to comment
Kenetics
Kenetics Apr 7 2012, 3:11pm replied:

Wow. Can't believe I didn't see it before. :/
Just go to the View tab, and there's a option called, "Show Rollup Bar".

+2 votes     reply to comment
MarkedOne
MarkedOne Mar 26 2012, 2:52pm says:

The power of this engine is too damn high!

+3 votes     reply to comment
ps3gameboy
ps3gameboy Apr 13 2012, 2:52pm replied:

One might say it's power level is OVER 9000!!!

+2 votes     reply to comment
Bl00dyHell
Bl00dyHell Jan 29 2012, 12:57am says:

Good engine. I wish more games were use this engine.

+5 votes     reply to comment
Shirk
Shirk Jan 16 2012, 11:17pm says:

Does anyone know a good interior modeling tool?

+2 votes     reply to comment
Kosai106
Kosai106 Feb 28 2012, 10:09am replied:

The same 3D Software package you use for everything else. Hell, you can even use Google SketchUp if you wish.

+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, WiiU, PS4, PS3, XBONE, X360
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

215 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

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

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

CryENGINE 3 CryENGINE 3
CryENGINE 3
Statistics
Rank
4 of 621
Last Update
3 days ago
Watchers
898 members
Games
104
Files
3
News
219
Features
2
Tutorials
29
Reviews
43