Roadmap

  • On Target
  • At Risk
  • Delayed
Release Notes

5.5

Released

AI

AI system entity components
  • Navigation & Movement
  • Behavior Tree
  • Perception
  • Faction
  • Cover System
Off-Navmesh workflow improvements
UQS Follow-up fixes

Audio

Ace Attribute Filtering
ACE Description for Audio Controls
Alternative Occlusion Calculation CVAR
General AudioControlsEditor Bug Fixing
General AudioControlsEditor UI/UX improvements
On Screen Debug Display Improvements
Separate ACE Files for Each Middleware

Core/System

Cmake: Polishing/Improvements

Graphics and Rendering

Completely remove legacy rendering pipeline
Multi-threaded Renderer in Sandbox
SVOGI Offline voxelization
Terrain Heightmap Unit Size Smaller than 1 Meter
Weighted Blending of Terrain Materials

Physics

Maintain PhysX: CryPhysics Alternative
Physical Debugger: Improvements
Remove VCloth Dependency on Boost
Usability Improvements
  • Proxy-editing in Character Tool

Prototyping

HTTP Plug-in (Windows)
Investigate optimizations for CEntity events and update
Remove GameZero
Steam & PSN Platform Plug-ins
Technical Documentation Restructure

Sandbox

Level Editor Polish
  • Grid snapping user defined step
Series of bugfixes for TrackView
UI Style and Icons iteration

5.6

Summer 2019

AI

Basic Weapon System
Off-mesh Links Refactoring
Off-navmesh Link Component
Preparation to Deprecate AI Objects
  • Descriptor Database Converted
  • Remove AI Object Dependencies
  • Locomotion: Extract Puppet System
  • Solve Strict Update Order

Animation

Animation Curve/Controller Refactoring
Animation Entity Components
Animation file format review
Animation Pipeline Improvements
  • Cleanup handling of intermediate formats
  • Hot Reload
  • IMG/DBA Refactoring
  • Remove Skeleton List
  • Deprecate .chrparams file
Attachment System Refactoring
Move Lip Sync from CryAction into CryAnimation
Move Mannequin from CryAction in Separate Module
Review .chrparams workflow
Review Facial Editor

Audio

ACE Source Control Integration
ACE Undo/Redo Functionality
Audio Spectrum Retrieval via Fmod Studio
General AudioControlsEditor UI/UX Improvements
Real-time ACE Editing Feedback

Core/System

Cmake: Further Polishing/Improvements
Extending pak system to support asset paks
Flexible Console Variable System
Memory Footprint Reduction
Refactoring of entity components
Schematyc System Preview

Graphics and Rendering

Custom Displacement Brushes for Terrain Sculpting
Customizable Post-effect Pipeline
Deferred RenderObject Compilation to Job Thread
Dynamic Env Probe Update
Dynamic Resolution Scaling
Editor Hit Selection Graphics Pass
Full DX12 and Vulkan Support in Sandbox
Optimize Dynamic Instancing
Performance: Deferring RenderObject compilation to Job Thread

Physics

Advanced Physics Entity Components
  • Deprecate Lua Physics Entities
  • Overview of how using Physics with Schematyc
Energy-based full-body IK for ragdolls
Expose CryPhysics object helpers
Further maintenance of PhysX integration
  • Add general character controller
Maintain skin exporters and importers
Move breakable objects from CryAction into Plugin
Review support of Lua Physics entities
Review use of physics with Schematyc
Skinned ropes and ropes built from cgf meshes

Sandbox

Asset Pipeline
  • Tagging System
  • Asset Store and Online Services Integration
Create Objects cleanup
Git integration fully implemented
Level Editor Polish
  • Constraints and snapping
New Property Tree
Source Control: P4 and Git-lfs

Development

Research & Development

AI

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

Animation

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

Audio

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

Core/System

Engine Architecture documentation
General Linux support (Sandbox Dependency)
Introducing parallelization into the game code (for 120 FPS)
Multithreaded level loading (experimental)
Performance Guide

Graphics and Rendering

Deferred Roads
Deprecate XNormal
Dynamic Environment Probes
FOM/AVSM shadowing
Full secondary viewports support
Improved color grading chart management
LOD mesh merging
Micro-occlusion maps
Modularization
Multi Scene Support
Multi UV, Multi Unwrwaps, Tileable UV
No Global State in Renderer
Node graph for Shaders
NVIDIA Ansel support
NVidia SLI support for VR
Post process modularization
Prefiltered shadow approaches
Refactor Octree implementation
Research on physical light units, area lights and exposure
Research order independent transparency

Network

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

Physics

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

Prototyping

C#
  • C# AI support
  • C# Sandbox Plugins
  • Mono 5.0 upgrade
Simplify setup for enabling VR

Sandbox

Android deployment UI
Big World Editing (Zones,Sub levels)
Collaborative Editing
CryDesigner Sculpting Tool
Customizable user Gizmos (Ex, For lights, entity components)
GPU Hit Selection
Ingame UI pipeline
New cinematic pipeline
Refactor, yasli Property Tree
Substance Designer Integration

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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