CRYENGINE 5.4 Preview released today, including over 620 improvements
CRYENGINE 5.4 Preview released today, including over 620 improvements

CRYENGINE 5.4 Preview released today, including over 620 improvements

The CRYENGINE 5.4 Preview is a major update which couldn’t have been achieved without all of the feedback from the CRYENGINE community. There are several major advancements and integrations that we think will make things more accessible and let you achieve even more, more rapidly.

With over 620 improvements, fixes and features, this release includes all new Vulkan API support, an Entity Component System with unified standard entities across C++ and Schematyc and much more. To get started, you can find the CRYENGINE 5.4 Preview on Github here

We have a full run down of all the major features plus known issues here and we’d like to remind you to back up your projects before trying out the Preview build, which shows the way ahead for our next full release.

Key Highlights in the 5.4 Preview build:

Substance Materials: You can now use Substance Archive files (*.sbsar) to create Substance Graph instances for texture generation. This is a workflow which was used by Crytek’s development team during the production of the award-winning Robinson: The Journey as well as the current production Hunt: Showdown, and is now available to all users within the Sandbox Editor.

Vulkan API Support: In 5.4, the engine includes a beta version of the Vulkan renderer to accompany the DX12 implementation from last year. Vulkan is a cross-platform 3D graphics and compute API which enables developers to take advantage of high-performance real-time 3D graphics with balanced CPU / GPU usage. For the preview release, Vulkan support in CRYENGINE will be compatible for projects on PC, and the aim is to deploy additional Android support in future.

Entity Components: CRYENGINE's new component entity system provides a modular and intuitive way to create games. It allows level designers to place standard prefabs into the game which can be used via Schematyc for event updating. This expands the ways in which non-coders can simply and rapidly create entire games with CRYENGINE.

C# Templates: Expanding the Launcher improvements, the engine now includes a selection of C# templates to get users up and running quickly, with many templates brought over from our library of C++ templates.

Terrain Upgrades: 5.4 expands the terrain system with upgrades to further raise the fidelity for landscapes. Objects may now be marked to become part of a terrain mesh, allowing a much higher level of detail and dramatically extending the capabilities and flexibility of CRYENGINE’s terrain editing tools. Developers can also take advantage of an improved terrain shader to support terrain object blending for blends between objects and the terrain with material falloff. 

Asset System Updates: In 5.3, we shipped a base implementation of the Asset System (which was long overdue in the Sandbox Editor) that allows users to directly interact with their assets and directories. We have now added direct drag-and-drop support for the Asset Browser along with other tools integration (Material Editor, Particle Editor).To aid in the assistance of changing the paths or managing dependencies, we have also introduced an all new Dependency Graph with the 5.4 version of the Engine.

Editor Source Code Update: We have decided to stagger the release of the Editor Source Code to minimize any risk and so it is not included in this update.  In the next full release, the full Sandbox Editor source code will be provided so you can extend the Sandbox Editor for your own custom tools and applications. In this release, we have taken time to provide the resources and knowledge necessary to work within the Sandbox Editor code and to develop Editor Plugins that are fully integrated with the Sandbox Editor and its most advanced systems.

With the release of the Sandbox Editor source code, we have also planned to expose a new Sandbox Editor programming section within our Technical Documentation. This section would include sample plugins that can be used to access and extend the Sandbox Editor from the base we deliver.

We are looking forward to contributions from the community to strengthen and supplement the tools that are offered with CRYENGINE!

For full details on everything included in this expansive update, please visit full release notes contained in the documentation

As ever, we’d love to hear your thoughts and comments on the usual channels – in the forums, on Facebook, and Twitter. If you’d like to contribute to the ongoing development of the engine, you can find out how here

- Your CRYENGINE Team.

August 29, 2017 03:02

Terrain blending, TSAA, improvements in the particle editor, substance integration, entity components... adding to our "old friend" real-time GI, great performance, schematyk... no more words, i´m VERY happy with CryEngine. Crytek, congrats! LET´S MAKE GAMES!!

August 01, 2017 19:27

@cryEngineer they release their engine for free, for who wish to tryout. Ok! in current versions, cryengine is lack of beginner's features. But that's not mean you are their boss? They have small team and are working hard. They are not your slave! You can suggest and wait. Please enjoy what they give to us. And stop ... annoying us with your (another ones's) trash talk!
p/s: if you can, let's support them with your personal codes/plugins/arts ...

August 01, 2017 11:59

New engine, they said. New technologies, they said. Facepalm...
Sorry, but your engine is too raw to be used. Few minutes ago created FPS from template. Launcher didn't detected 5.4 beta installed and forced me to download outdated and unusable CE 5.3.4 instead. Selecting RigidBodyEx entity and trying to create some simple logic on it via FlowGraph. What do I see? Just solid blue window instead of FlowGraph! Guys, it's not serious approach to development!
Why don't you just close and stop torture yourself?

July 27, 2017 13:53

I agree that Cryengine needs an easy way to publish a build just like in Unity. For us experienced Cryengine users it is so simple, we understand that the GameLauncher.exe is just there and what files to distribute but many beginners don't understand that it seems like a hassle for them. They have no idea how to publish their build and what to include in the build etc.

July 27, 2017 05:18

say right,hope crytek make a button build one keyboard to ship to multiplatform just like unity, if engine is so easy to use, cryengine will be most popular