Roadmap

  • On Target
  • At Risk
  • Delayed
Release Notes

5.3

December 2016

Animation

Attachment System refactoring
Character Render Node
Animation Pipeline Improvements
  • Cleanup handling of intermediate formats
  • IMG/DBA Refactoring
  • Hot Reload (and other major pipeline usability issues)
  • Remove Skeleton List
Animation Curve/Controller refactoring

AI

No features scheduled for release

Audio

Cleanup old sound system remains
DRS tweaks
DRS line queuing system
Start with Remote Audio Debugger
ACE Audio Tester
Convert lua audio entities to entity components
Support audio in entity components
SDL_mixer can be used on Android

Core/System

Android: Phase 1 Development
Move custom C# UI solution into plugin
Expose actor system to managed code
Managed Code Serialization System - Allow Reloading Plugins
Modernizing Entity System
C# Coding Standard
CMake
CrashCollector
Game Development Experience
  • GameZero Improvements
  • Kill Lua Scripts dependencies
  • Particles/Lights/etc.
  • No Warnings
  • No GameDll mode
  • Move main loop to System

Graphics and Rendering

Research on physical light units, area lights and exposure
Vulkan API
Virtual Mem Resource management
Mobile GPU Support (Vulkan)
Dynamic Env Probe update
Env Probes workflow improvements
General 3DEngine Cleanups
  • Reduce PodArray usage
  • Refactor shadow maps pass implementation
  • Re-enable multi-threading on all 3d engine nodes
SVOGI
  • Enabled outside Terrain
  • GI Light parameters in UI
  • GI Entity/Brush parameters in UI
Improved Smooth Shadow Filtering (To reduce noise)
Editor Hit Selection Graphics Pass
CryRenderer cleanup
  • Remove 2D fom IRenderer to Aux
  • Reduce N of thread commands
  • Defines to enums
  • Rename XRenderD3D9
  • Unify Common and D3D classes
  • ShaderSystem cleanups
  • Cleanup of D3D interfaces names
NVIDIA VR Multi-Resolution support

Physics

PhysX support
2 Wheeled vehicles
Schematyc Physics Components

Network

FP RMI Game-side Interface Refactoring
No network dependency on GameObject
Network Entity Component
Network serializtion support for Entity Components
FPS Sample network support

Sandbox

Deprecate Legacy MFC Sandbox
Asset pipeline
  • integration in Sandbox (Content Browser/Asset workflow)
  • Source control basic integration
  • Dependency tracking basic integration
Level Editor Display improvements
  • Screen space hit detection
  • Selection overlay
  • Better interactions
Basic Telemetry to know usage numbers
High DPI Support
Sandbox Source Code Release
Sandbox User Plugin framework (C++/Python/C#)
Schematyc Editor

Tools

No features yet scheduled for release

5.4

Late February (GDC) 2017

Animation

Animation Pipeline Improvements
  • Cleanup handling of intermediate formats
  • IMG/DBA Refactoring
  • Hot Reload (and other major pipeline usability issues)
  • Remove Skeleton List
Schematyc default animation components

AI

No features scheduled for release

Audio

Non Real-time capture
Localization for DRS subtitles
DRS Sample Level
Standalone pcm files for Wwise
Deprecate Legacy Dialog Editor

Core/System

CryAction Extraction
Implement Android Development workflow
Running Engine without GameDll
Game Development Experience

Graphics and Rendering

DX12 Multi GPU support
Multiple View Rendering
  • Deferred Shading in Sandbox Viewports
Multi-threaded Renderer in Sandbox
Dynamic Env Probe update
Imposters for Vegetation

Physics

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

Network

No features yet scheduled for release

Sandbox

UI look iteration
VR Preview in editor
Asset Pipeline
  • Thumbnails system
  • Tagging system
  • All Editors use Asset Browser
  • Source control : P4 and git-lfs fully functional, investigate SVN
  • Dependency tracking
  • Asset store and online services integration
  • Texture import from any image format, deprecate crytiff / PS plugins

Tools

No features yet scheduled for release

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
    • Isolate Navigation Service
    • Isolate Movement Service
    • Isolate Behavior Service
    • Isolate Perception Service
    • Isolate AI Readability (Readability)
    • Isolate and Refactor TPS
  • Deprecate AI Objects
  • Deprecate Goal Pipes
  • Deprecate Smart Objects

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
  • Support CRI/ADX2 middleware
  • 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
  • Mono on mobile
  • Automatic .cs compilation
  • Wrap all core concepts

Graphics and Rendering

  • Refactor Octree implementation
  • Full secondary viewports support
  • FOM/AVSM shadowing
  • Research order independent transparecy
  • Deprecate XNormal
  • Prefiltered shadow approaches
  • Dynamic Environment Probes
  • 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
  • Large Scale AO (LSAO)
  • 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 Schemtyc
  • GPU Particles Heightmap AO for collisions

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
  • New Material Editor
  • Multi-viewport
  • Device integration and deployment from Sandbox

Tools

  • SubMaterials by name

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.

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