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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About Desert Zone 76 with 0 comments by mistysea on May 5th, 2015

Puzzles elements for the car park – navigate through barrel and posts. A bit like the hanger the player will have to avoid things which are in the way so navigate around the barrels and this is really to run down the player fuel because they will go quite slower once they reach these puzzles.


Updated lots of car textures for the car park and other parked cars placed around the game. Lots of different colours to add some verity instead of having every car looking the same.


Updated the car park which I made good progress of the last two weeks. I have created access to a rooftop area, by creating a very high road to the car park that’s leads to the rooftop. Feels looking good driving up this ramp/road because the player can gain an amazing amount of speed and gain of air time for the car.


I have created a bridge which can be access for the car park rooftop and it leads to a mountain road. It has been placed across the level and does not mess up the landscape too much and I think work within this level landscape.


I have also placed a ramp on the bridge is very fun to drive over because it gives the player lots of speed and height while travelling across the bridge. New mountain road which can be access from crossing the bridge. I created a link to the starting area so the player can record lap times, replay value for the level and end of level. This was the best way to link the by using the bridge which acts a connecting bridge to the other side of the level.


I have created a large downhill section which brings the plater back to the start of the level. Crazy height and fun to navigate down this road and there will lots of crashes in the downhill road but it a bit of fun to finish the first level.


Night Level I updated added lighting for the hanger. I wanted to give the hanger bright lights and look a bit crazy in a terms of a disco type theme. Now the whole hanger has lights implemented.


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Post comment Comments  (60 - 70 of 250)
McKane Nov 19 2011, 3:25pm says:

Unreal Engine 3 Vs CryEngine 3, hmmm...

+1 vote     reply to comment
JBJHJM Nov 26 2011, 9:47am replied:

easy. Features = UDK. Graphics = CE SDK. :P

+2 votes     reply to comment
GARYOSAVAN Nov 27 2011, 2:16pm replied:

Free UDK = You can do everything
Cryengine SDK = You can do some mods for Crysis and Crysis 2.
JBJHJM if you don't agree with me, do or show me a sample (Only one sample free game with Cryengine enough for me). :)

+3 votes     reply to comment
Duruk Dec 4 2011, 6:13am replied:

1 sample of free to play game using CryENGINE 3: If you need more examples let me know

+2 votes     reply to comment
GARYOSAVAN Dec 16 2011, 3:20pm replied:

Show me some completed works. Show me what did you do with them... I worked for Bodycopter Project for UDK

+2 votes     reply to comment
Duruk Jan 3 2012, 1:44pm replied:

Show me some UDK games that where completed after 4 months that the first UDK came out.

+2 votes     reply to comment
Duruk Dec 1 2011, 1:14pm replied:

Thats not true there are 2 version Crysis 2 SDK for mods and Free CryENGINE 3 SDK to create everything else.

+2 votes     reply to comment
Serenity6Two2 Nov 14 2011, 8:51am says:

The latest build (build 2572) won't start-up in Window 7 SP1 64bit, it just sits there on the splash screen. Will post this in the forums to.

+1 vote     reply to comment
Serenity6Two2 Nov 15 2011, 8:23am replied:

it was my virus protection, it had to be disabled.

+1 vote     reply to comment
ElectroEsper Oct 18 2011, 12:49pm says:

Just a question like that...

if i want to develop a game that is F2P (Just give it free on the internet not even a market for it) I'm not obligated to pay stuff rigth ?

Just a little curious...

+1 vote     reply to comment
m30w Nov 4 2011, 1:10am replied:

I'm pretty sure the answer is yes... the only time any sdk's company wants money is when you go to make money using their which you need to license their engine. Otherwise, no money changing hands = nothing needed to be paid.

+1 vote     reply to comment
FiredFox3 Oct 15 2011, 9:52am says:


0 votes     reply to comment
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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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