Roadmap

  • On Target
  • At Risk
  • Delayed
Release Notes

5.4

July 2017

Animation

Attachment System Refactoring

AI

Finish PerceptionManager Plugin
UQS Schematyc component

Audio

Deprecate Legacy Dialog Editor
Cleanup old sound system remains
Integrate DRS to Schematyc
DRS tweaks
DRS line queuing system
Convert lua audio entities to entity components
SDL_mixer can be used on Android

Core/System

Visual Studio 2017 Support
CMake improvements
Modernizing Entity System
UserAnalytics: Second pass
Schematyc improvements

Prototyping

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
Entity Components Pass
  • Define how components are registered
  • Unify C++ IEntityComponent and Schematyc components
  • Support for changing entity component masks at run time
  • User Interface for adding and removing components to entities as a designer
C#
  • Xamarin Studio - Replacement for MonoDevelop
  • Third Person Game Template
  • Managed Schematyc Components - Support

Graphics and Rendering

Initial cleanup of legacy rendering pipeline
Imposters for Vegetation
Vulkan API

Physics

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

Network

Moving network code from CGameObject (CryAction) into a part of the entity (EntitySystem)
Allow RMI calls without CGameObjects and for new IEntityComponents
Multiplayer game template not using GameObjects: the RollingBall template

Sandbox

Android deployment UI
Linking objects in level explorer, linking between layers
Schematyc released first version, non experimental
Code refactoring
  • MFC Isolated in plugins
Asset Pipeline
  • Thumbnails system
  • Most Editor tools use Asset Browser
  • Dependency tracking
  • Texture import from any common image format (Can be used without crytiff)
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

5.5

Late 2017

Animation

Animation Curve/Controller refactoring
Attachment System Refactoring
Animation Schematyc Components
Animation Pipeline Improvements
  • Cleanup handling of intermediate formats
  • Hot Reload
  • IMG/DBA Refactoring
  • Remove Skeleton List
  • Deprecate .chrparams file

AI

UQS Follow-up fixes
Preparation to deprecate AI Objects
  • Remove AIObject dependencies
  • Extract Puppet System out of Hunt into plugin
  • Solve strict update order
  • Locomotion
AI systems functional in templates
  • AI Schematyc/Entity components
  • Navigation & Movement
  • Behavior Tree
  • Perception
  • Faction
  • Cover System
  • Basic Weapon System

Audio

Non Real-time capture
Localization for DRS subtitles
DRS Sample Level
Standalone pcm files for Wwise

Core/System

Allowing Entity components to be jobyfied
Cmake: Polishing/Improvements
Improve BootProfiler (zooming, visualization
Extending pak system to support asset paks
UserAnalytics: Third iteration

Prototyping

Technical Documentation Restructure
Plugins Versioning
Visual Studio Debugging
C++ components exposed to C#
Expose additional equivalents to C++ templates in C#
Actionmaps 2.0
  • Split into plug-in
  • Support for multiple input controllers
  • Support multi-axis actions

Graphics and Rendering

Completely remove legacy rendering pipeline
RenderPipeline/RenderPass Scheduler
Editor Hit Selection Graphics Pass
Performance: Deferring RenderObject compilation to Job Thread
Dynamic Resolution Scaling
Optimize Dynamic Instancing

Physics

Extended Schematyc physics support

Network

Schematyc 2.0 networking support

Sandbox

Git integration fully implemented
Create Objects cleanup
UI Style and Icons iteration
Series of bugfixes for TrackView
Level Editor Polish
  • Constraints and snapping
  • Grid snapping user defined step
  • New source-control friendly level format

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
  • Visual Editor for Behavior Trees instead manual xml updates
  • 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
  • Investigate Sound propagation
  • Investigate Dynamic reverberation
  • Investigate Physics Rolling/Sliding sounds
  • ACE Audio Tester

Core/System

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

Prototyping

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

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
  • Research Shadows from many local lights
  • 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
  • Research on physical light units, area lights and exposure
  • Deferred Roads
  • Vegetation Spine animation on GPU
  • NVidia SLI support for VR

Physics

  • 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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