Roadmap

  • On Target
  • At Risk
  • Delayed
Release Notes

5.4

June 2017

Animation

Attachment System Refactoring
Animation Curve/Controller refactoring
Schematyc Default Animation Components

AI

Finish PerceptionManager Plugin
AI systems functional in templates
AI Schematyc/Entity components
  • Navigation & Movement
  • Behavior
  • UQS
  • Perception

Audio

Non Real-time capture
Localization for DRS subtitles
DRS Sample Level
Standalone pcm files for Wwise
Deprecate Legacy Dialog Editor
Cleanup old sound system remains
DRS line queuing system
Start with remote audio deugger
Convert Lua audio entities to components
SDL Mixer can be used on Android

Core/System

CryAction Extraction
Implement Android Development workflow
Visual Studio 2017 Support
CMake - Second Iteration
Modernizing Entity System
CrashCollector
UserAnalytics: Second pass

Experience

Project System Improvements
  • Unify Legacy and Project System workflows
  • Move plug-ins from cryplugin.csv to cryproject file
  • Automatically generate CMakeLists.txt for templates from CryVersionSelector
  • Automatically generate solution for C# projects from CryVersionSelector
  • Add 'sys_project' CVar for determining .cryproject file to load as alternative for -project switch
  • Show loaded project in Window Title
Project System Improvements
  • User Interface for adding and removing components to entities as a designer
  • Define how components are registered
  • Unify C++ IEntityComponent and Schematyc components
  • Support for changing entity component masks at run time
C#
  • Xamarin Studio - Replacement for MonoDevelop
  • Third Person Game Template
CryAction Extraction

Graphics and Rendering

Multiple View Rendering
  • Deferred Shading in Sandbox Viewports
Multi-threaded Renderer in Sandbox
Imposters for Vegetation
Vulkan API
Mobile GPU Support (Vulkan)
Deprecate Old Render Pipeline
Editor Hit Selection Graphics Pass
NVIDIA VR Multi-Resolution fixes
Fix Dynamic Instancing
CryRenderer cleanup
  • Reduce N of thread commands
  • Defines to enums
  • Rename XRenderD3D9
  • Unify Common and D3D classes
  • ShaderSystem cleanups
  • Cleanup of D3D interfaces names

Physics

Investigate Apex support
Investigate Physical Debugger
Schematyc Advanced Physics Components
Convert Lua Physics Entities to Schematyc
Entity Components for Physics

Network

Multiplayer Game Template using new NetComponent
Extraction of GameObject network functionality
Multiplayer GameZero Template not using GameObjects
Entity Components RMIs
Network Entity Component (Aspects Serialization)

Sandbox

UI Look Iteration
Code refactoring
  • MFC Isolated in plugins
  • cpp check
  • EditorInterface finalized
Sandbox Source Code Release
  • Sandbox User Plugin framework (C++/Python/C#)
  • Sample Python Plugin for Sandbox
  • Sample C++ Plugin for Sandbox
  • Sandbox plugin programming documentation
Asset Pipeline
  • Thumbnails system
  • All Editors use Asset Browser
  • Source control : P4 and git-lfs fully functional, investigate SVN
  • Dependency tracking
  • Texture import from any image format, deprecate crytiff / PS plugins
Android deployment UI

5.5

Late August 2017

Animation

Blend Space Editor
Skeleton Editor UI
Deprecate .chrparams file
Blend Tree Editor
Animation Pipeline Improvements
  • Cleanup handling of intermediate formats
  • Hot Reload
  • IMG/DBA Refactoring
  • Remove Skeleton List

AI

Build on top of LightenUp template to showcase AI Entity components
UQS C++ Sample (Starter Kit)

Audio

Remote Audio Debugger
Audio Events Recording/Replay
Improve Audio Area Management

Core/System

Mono on mobile

Experience

Unified Standard Components
  • Unified Standard Component usage in all Templates
Clean up blank template
C#
  • Visual Studio Debugging
  • Fleshed out C# API
  • Mono on Android
  • Support for automatic compilation of C# source files in assets directory

Graphics and Rendering

Refactor Octree
One pass Multi Frustums
Deferred Roads
Vegetation Spine animation on GPU
Improve GSM Cascades
Research Parallax Skybox
Env Probes workflow improvements
Dynamic Env Probe update
DX12 Multi GPU support
Improved Smooth Shadow Filtering
General 3DEngine Cleanups
  • Refactor shadow maps pass implementation
  • Reduce PodArray usage
  • Re-enable multi-threading on all 3d engine nodes
  • Fix Static Instancing
SVOGI
  • Enabled outside Terrain
  • GI Light parameters in UI
  • GI Entity/Brush parameters in UI

Physics

Investigate Zone system

Network

No features scheduled for release

Sandbox

Multi-viewport
New Material Editor
Asset Pipeline: Tagging System
Asset store and online services integration
Device integration and deployment from Sandbox
  • "Edit-Build-Deploy" workflow
Game Deployment with dependency tracking
deprecate crytiff / PS plugins

Development

Research & Development

Animation

  • Animation Re-targeting
  • Biped Runtime Rigging
    • Runtime Rigging (Deformation rig, componentization)
  • Pose Space Deformation (Muscle Simulation)
  • Animation Mirroring
  • Unify CGA with CHR
  • Procedural/Physically Based Animation
  • Integrate "Blood" Decals
  • Wrinkle Maps (from Ryse)
  • CDF Loader Cleanup (Fat/Thin skin support)
  • Mannequin extraction from CryAction
  • Splitting up AnimEvents file (separate audio events) or some other way for collaborative work.

AI

  • Convert AISystem to Services
  • UQS UI
  • Deprecate AI Objects
  • Deprecate Goal Pipes
  • Deprecate Smart Objects
  • Visual Editor for Behavior Trees instead manual xml updates

Audio

  • 3D positional Voip research
  • Support CRI/ADX2 middleware
  • Support Fabric middleware
  • Support MilesSoundSystem (RAD Game tools middleware)
  • Convert ACE file format to json
  • Audio Room (Audio HRTF)
  • Real-time ACE editing feedback
  • Extract subtitle Renderer from GameSDK
  • DRS handle line interruptions
  • Investigate Sound propagation
  • Investigate Dynamic reverberation

Core/System

  • Resource Management
  • Introducing parallelization into the game code (for 120 FPS)
  • llvm generated code helpers (C++ reflection)
  • Metal/Mac support
  • MemReplay/Statoscope Opensource
  • Multithreaded level loading (experimental)
  • C#
    • Automatic .cs compilation
    • Update documentation and tutorials
  • Try Compile with /Wall
  • Engine Architecture documentation
  • Performance Guide

Experience

  • Simplify setup for enabling VR
  • Actionmaps 2.0
    • Split into plug-in
    • Support for multiple input controllers
    • Support for multiple input controllers
  • C#
    • C# AI support
    • C# Sandbox Plugins

Graphics and Rendering

  • Refactor Octree implementation
  • Full secondary viewports support
  • FOM/AVSM shadowing
  • Research order independent transparecy
  • Deprecate XNormal
  • Prefiltered shadow approaches
  • Micro-occlusion maps
  • LOD mesh merging
  • SubD support
  • Improved color grading chart management
  • Soft-shadow filtering
  • Shadow mega mesh
  • Shader System Refactoring
  • Modularization
  • Node graph for Shaders
  • Multi UV, Multi Unwrwaps, Tileable UV
  • No Global State in Renderer
  • SpeedTree support
  • Sub Division surfaces
  • Shadow System (sun/local lights)
  • Multi Scene Support
  • Scene Graph Culling
  • Post process modularization
  • NVIDIA Ansel support

Physics

  • Physical Debugger
  • Physics Editor
  • Cloth Simulation Improvements (GPU)
  • Softbody (cloth, tissue, trees, etc.)
    • GPU Particles Heightmap AO for collisions
    • Chains support (Rope extension)
  • Vehicle Editor with Schematyc

Network

  • Improve speed and bandwidth of initial level synchonization
  • Cleanup Polymorphic Queue
  • Create simple GameContext implementation

Sandbox

  • CryDesigner Sculpting Tool
  • Substance Designer Integration
  • New cinematic pipeline
  • Ingame UI pipeline
  • Customizable user Gizmos (Ex, For lights, entity components)
  • Refactor, yasli Property Tree

Crytek’s roadmap is intended to only give an insight into Crytek’s overall functional and technology directions and does not represent a commitment to deliver specific functionality in the future.

Crytek may at its sole discretion and at any time change the availability dates and the features and functionality of any planned release. The development process performed in the Crytek’s organization, as any software development process, is subject to a variety of inherent or unanticipated risks and, therefore, the actual results and shipment dates could differ materially from the planned roadmap.

You should not rely on the roadmap nor make any business decision based on it and you herby waive any and all claims based on the roadmap.

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