Roadmap

  • On Target
  • At Risk
  • Delayed
Release Notes

5.6

Summer 2019

AI

AI Legacy Deprecation
  • Remove Deprecated AI Systems from CryAction
Behavior Tree UI
Navigation Improvements
  • Internal Improvements
  • NavMesh Exclusion Workflow
    • Seed Points
    • Removal of Redundant Triangles
  • Validation at Runtime
    • Detection of Unprocessed Tiles
    • Debug Message and Rendering Output
Off-NavMesh Link Component
Off-NavMesh Links Refactoring
Subsystems Flexible Update Order
UQS Optimization Pass
  • Round-Robin Update
  • Removal of Frame-Delays
  • Dynamic Priorities
  • Improved Scheduler

Animation

Animation Pipeline Improvements
  • Clean up Handling of Intermediate Formats
  • Deprecate Skeleton List
  • Improve Import Workflow
Attachment System Refactoring
Mannequin Core Redesign
  • Improve Debugging Support
  • Improve Extensibility
  • Modularize
  • Prepare for Graph Based Editing

Audio

Audio Component Improvements
Fmod Studio Localization
Improve Audio Memory Debugging
Integration of CRI/ADX2 Middleware
Localization for Port Audio
Playback of Events in ACE Editor
Real-time ACE Editing Feedback
Streaming for Fmod Studio

Core/System

Cmake: Further Polishing/Improvements
Compilation Optimizations
Discord Platform Plugin
Low-level Profiling Systems Cleanup
  • Allow Easier Plugin Behavior for Third-party Profilers
  • Reduce Overhead Cost of Profilers
Memory Footprint Reduction
Various CPU Optimizations

Graphics and Rendering

Area Lights Implementation
Improved Multiple View Rendering (Sandbox)
Mesh and Opaque Particles Cast Shadows
Multilayered Microfacet Materials
Opaque Particles Z-Buffer
Particles Can Generate Forces
Renderer Optimization Pass
Tessellated Particle Ribbons

Physics

CryPhysics Usability Improvements
  • Extend and Improve Documentation
Improvements to PhysX Integration
Inter-Entity Constraint Points Storage (eg. Gears)
Physics Aware Full Body IK for Ragdolls
Pressurized Closed Buoyant Cloth
Skinned Ropes and Ropes Built from CGF Meshes

Sandbox

Asset Editing Workflow Improvements
In-editor Project Management
Migration of Prefabs to Asset System
  • Prefab Creation Improvements - Drag & Drop
  • Migration Pipeline for Legacy Prefabs
  • Swap Prefabs with Live View
Source Control
  • Perforce Plugin
  • Common Source Control Framework
  • Integration with Asset Browser
Upgrade to Qt 5.12

5.7

Spring 2020

AI

Further AI Legacy Deprecation
  • Legacy AI Systems into Plugin
  • Move AI Systems from CryAction Vehicle System
  • Move DialogSystem to GameSDK
  • Remove Smart-Objects dependency
Further UQS Optimization
Off-NavMesh Improvements
Visual Scripting Based Behavior Assets

Animation

Animation Entity Components
  • Update and Review Animation Related Components
Character Tool Core and UX/UI Redesign
  • Modularize
  • Blend space Editor
  • Integrate with Asset Browser
CryAction Cleanup
  • Move Lip Sync from CryAction into CryAnimation
  • Move Mannequin to CryMannequin Module
Implementation of Redesigned Mannequin
  • Animation Graphs (i.e. Blend Trees)
  • Compatibility with Legacy Setups
  • Plugin System
  • State Machine Graphs
  • Timeline Assets
Mannequin UX/UI Redesign and Implementation
  • Blend Tree Editor Redesign with Sandbox Team

Audio

ACE Auditioning
ACE Source Control Integration
ACE Undo/Redo Functionality
Audio Spectrum Retrieval via Fmod Studio
Multi Listener Support
Support MilesSoundSystem

Core/System

Android Support
C++17 Support
Generic Area System
Generic Database System
Generic Message System
Generic Reflection System
Input Improvements
  • Add GUI in Sandbox to Manage ActionMaps
  • Database-based Input Mappings
  • Integration with Scripting
Job System Modernization & Optimization
Oculus Quest Support
Refactored Entity Components
Resource Manager
Visual Scripting Integration

(Schematyc Redesign)

  • Animation Graph
  • Entity Scripts
  • Level Scripts

Graphics and Rendering

Full DX12 and Vulkan Support in Sandbox
LOD Baker
Opaque Particles Use Deferred Lighting
Optimize Dynamic Instancing
SVOGI Cleanup & Refactor
SVOGI Raytracing Support
Terrain Composing Using Displacement Brushes

Physics

Advanced Physics Entity Components
Breakable Objects Clean-up
  • Move from CryAction into Separate Module
  • Improve Usability and Ease of Setup
CryPhysics Usability Improvements
Further PhysX Development

Sandbox

Asset Pipeline
  • Tagging System
Create Objects cleanup
Git integration Fully Implemented
Multi-Viewport Support

Development

Research & Development

AI

AI Templates
Automatic Cover System
Convert AISystem to Services
Deprecate AI Objects
  • Remove AI Object Dependencies
Deprecate Goal Pipes
Deprecate Smart-Objects
New UQS Editor
Puppet System

Animation

Animation Feature and Improvements
  • Cleanup CDF Loader (Fat/Thin Skin Support)
  • Grip Constraint Component
  • Refactor Animation Curves (Internal Back-end)
  • Split-up AnimEvents File (Audio Events)
  • Hot Reload
  • Replace .chrparams File
  • Review IMG/DBA Formats
Port Features from Ryse
  • Blood Decals
  • Wrinkle Maps
Procedural/Physically Based Animation
  • Animation Mirroring
  • Animation Retargeting
  • Improve Artistic Control
  • Runtime Rigging (Deformation Rig, Componentization)
  • Muscle Simulation using Pose Space Deformation
Unify CGA with CHR

Audio

3D Positional VOIP Research
ACE Audio Tester
Audio Events Recording/Replay
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
Localization for DRS Subtitles
Real-time ACE Editing Feedback
Remote Audio Debugger
Standalone PCM Files for Wwise
Support Fabric Middle-Ware

Core/System

Engine Architecture Documentation
General Linux Support
Improve Plugin Architecture
Parallelization of Game Code
Performance Guide
Push Unit/Feature/Auto-Test Improvements
Simplify VR Workflow

Graphics and Rendering

CPU Performance
  • Deferring RenderObject Compilation to Job Thread
  • Distance LOD Merging
  • Vegeation Spine Animation on GPU
DX12 on Xbox
Full Secondary Viewports Support
GPU Performance
  • DX12 Multi GPU Support
  • Pixel Shader to Compute Shader
Lighting Improvements
  • Dynamic Environment Probes
  • FOM/AVSM Shadowing
  • Micro Occlusion Maps (e.g. Bent Normal)
  • Physical Light Units and Exposure
  • Soft-Shadow Filtering
  • Shadows From Many Local Lights
Multi Scene Support
NVIDIA Ansel Support
OpenColourIO Color Grading
Prefiltered Shadow Approaches
Refactor Octree Implementation
Renderer Refactor
  • Deferred Roads
  • Deprecate XNormal
  • No Global State in Renderer
Rendering Improvements
  • HDR Output Pipeline
  • Order Independent Transparency
  • Parallax Skybox
  • Parametric Surface Support
  • Physically Based Material Blending
Usability
  • Customizable Post Effect Pipeline
  • Editor Hit Selection Graphics Pass
  • Node Graph Editor for Shaders/Materials
  • Multi UV, Multi Unwrwaps, Tileable UV

Network

Clean-up Polymorphic Queue
Editor Button to Spawn Client Games
Enable Bootprofiler on Dedicated Server
Entity Component Replication
Entity Relevance System
GameContext Refactoring
  • Create a Cleaner, Simpler, New GameContext (in CryNetwork)
  • Deprecate: Lua, Lua-RMIs, Host Migration, BreakableReplicator
  • Remove from CryAction (To GameSDK)
  • Split Game/Engine Functionality
Integration Level Testing Framework for CryNetwork
SpatialOS Plugin
Speed and Bandwidth Optimization of Initial Level Sync
Visual Scripting Network Support

Physics

Cloth Simulation Improvements (GPU)
  • Improve Compute Shader Pipeline
  • Investigate GPU-based Cloth Simulation
Destructible Items and Body Attachments
Energy-based Full Body IK for Ragdolls
GPU Particle Physics Improvements
  • Collision with Height Map etc.
PhysX Apex Support
Separate LivingEntity from Physics Core
World Collision for Character Attachments

Prototyping

C#
  • C# AI Support
  • C# Sandbox Plugins
  • Mono 5.0 Upgrade

Sandbox

Android Deployment UI
Big World Editing
Collaborative Editing
CryDesigner Sculpting Tool
Customizable User Gizmos
Deprecate CryTIFF/Photoshop Plugins
Edit, Build, Deploy Workflow
GPU Hit Selection
Graph-based Material Editor
Ingame UI Pipeline
Multi Viewport Support
New Cinematic Pipeline
Refactor Yasli Property Tree
SubMaterials by Name
Substance Designer Integration
VR Preview in Editor

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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