CRYENGINE | The complete solution for next generation game development by Crytek https://www.cryengine.com/ The most powerful game development platform for you and your team to create world-class entertainment experiences. en-US Copyright 2019, Crytek GmbH. Fri, 11 Oct 2019 16:14:27 +0200 Thu, 17 Oct 2019 00:27:18 +0200 60 <![CDATA[CRYENGINE is heading to GIC 2019 in Poznan, Poland]]> https://www.cryengine.com/news/view/cryengine-is-heading-to-gic-2019-in-poznan-poland

CRYENGINE will be attending GIC 2019, the games industry conference that takes place alongside Poznan Game Arena, attended by over 76,000 visitors and taking place October 17-20. Head to our booth at the event to receive live demonstrations of the technology behind award-winning titles like Crytek’s very own Hunt: Showdown and Warhorse Studios’ Kingdom Come Deliverance, meet Crytek staff working on the engine and check out Neon Noir, our ray-tracing benchmark demo. You can find out more about GIC 2019 and buy tickets by visiting https://gic.gd.

At the conference, Pawel Wojtasik, Senior Animation Programmer for CRYENGINE, and Claudio Freda, Junior Animation Programmer for CRYENGINE, will be hosting a talk introducing the new animation system in CRYENGINE and showing how it innovates within the discipline. The talk will cover both low-level animation computational code and animation controllers, which are high-level systems used to control animations on characters. The session will cover the pros and cons of our current animation controller, Mannequin, and reveal the plans to evolve our animation stack by future-proofing our system, decreasing the learning curve, and increasing accessibility to designers and technical artists.

At our booth, we will be presenting the latest features that arrived in CRYENGINE 5.6 and showing how you can take advantage of them in your projects. We will also be showcasing the ray tracing technology behind Neon Noir in our latest benchmark. Neon Noir is a demonstration of real-time mesh ray traced reflections and refractions created with an advanced new version of CRYENGINE’s Total Illumination lighting solution, rendered in real-time, in-editor. Neon Noir runs smoothly on an AMD Vega 56 GP, and our implementation is both API and hardware agnostic but will be primed to benefit from a performance uplift using the latest generation of graphics cards. This upcoming technology will make ray tracing accessible to all CRYENGINE users when it arrives in the engine.

Are you a game dev from Poland and want to visit us at the booth? We might have a special assignment for you! Get in touch with our moderators over our social channels listed below if you're up for a challenge.

We look forward to seeing you at GIC 2019! As ever, we welcome your feedback on the forum, or via Facebook and Twitter, and you can also join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.


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https://www.cryengine.com/news/view/cryengine-is-heading-to-gic-2019-in-poznan-poland Fri, 11 Oct 2019 16:14:27 +0200 Crytek
<![CDATA[CRYENGINE 5.6.3 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-563-hotfix-available-now

CRYENGINE 5.6.3 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This is our third hotfix since the release of CRYENGINE 5.6 as part of our ongoing endeavors to constantly improve the engine and address issues raised by the CRYENGINE community across various public channels. Work doesn’t stop, so please continue to leave your feedback on the thread.

Key fixes in CRYENGINE 5.6.3 include:

  • Fixed: Switching between levels in any C++ template results in a broken player character.
  • Fixed: Setting any VS projects to use Edit and Continue results in a compilation error
  • Updated: Wwise SDK to v2019.1.4 build 7065

You can read the full release notes and the known issues for this hotfix here.

CRYENGINE 5.6 was a huge release for the team, and inevitably, with a build of this magnitude, gremlins and bugs appear once the engine is in your hands. This update addresses more issues that have emerged from your feedback, and we’d appreciate it if you would continue to raise any issues you have on the dedicated forum feedback thread so that we can address them in due course. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

As ever, stay tuned for updates on the forum, or via Facebook and Twitter and don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-563-hotfix-available-now Thu, 10 Oct 2019 15:29:56 +0200 Crytek
<![CDATA[CRYENGINE.com redesign is coming]]> https://www.cryengine.com/news/view/cryenginecom-redesign-is-coming

The comprehensive redesign will enhance the user experience, but it will also affect some legacy pages and services. Here’s what you need to know.

Overall, this redesign will give everyone an improved user experience. Aside from a general design refresh across the site, behind the scenes the website has been completely overhauled from the ground up. Significant design and development work has been underway over the last year to provide a vastly improved experience for both our internal teams and our users. This update enables us to iterate more quickly, to better provide you with the content, tools, and resources you need to achieve your vision.

However, this will affect some surrounding services. CRYENGINE Answers and the CRYENGINE.com forum will not be affected by the relaunch, but the Community Archive will be. Here’s what’s changing:

CRYENGINE Landing Page

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Our new landing page arrives with a tidier format and easier navigation so you can get to what you’re looking for fast. News categories are now more semantic, so you can find relevant content more easily.

You’ll also find a video of our latest achievements, our latest news, and hand-picked CRYENGINE showcases select from a wide range of projects. A whole host of general fixes and improvements that make the platform more stable, secure, and performant.

CRYENGINE Support and FAQ

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On our new support hub, you will find help desk articles and all services that aren’t related to the CRYENGINE editor. You can register your game, request a quote for a custom support package, or inquire about licensing for your project. We have also overhauled our contact form so you can easily get in touch if you have a specific request or feedback. You can request removal of your data and account deletion directly in the hub if you decide to leave the community.

CRYENGINE Learning

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Our new learning section features CRYENGINE Documentation, Tutorials, and Certification. The Tutorial section has been redesigned and will be populated with new content. We have reviewed your feedback, and we are gradually removing outdated material, which will be replaced with fresh and shiny new tutorials in the near future.

The CRYENGINE Marketplace

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The new CRYENGINE Marketplace has not only received a complete visual UI overhaul to make it easier to find what you are looking for but also arrives with a functionality update. Being a vendor is now easier than ever, with account improvements to better guide you through the process of becoming a vendor and adding a payment method. Adding free assets to your library doesn’t require you to go through the check-out process anymore. The asset download and launcher workflows have been updated too, to deliver a smoother experience. Simply add new assets or templates to your library, download them, and you will find them ready to use in your project in the CRYENGINE Launcher.

Legacy Changes

We are looking forward to rolling out the new site and believe that these positive changes will improve things for everyone. However, there’s also a downside which is that the community forum and gallery archive will disappear when we re-launch the website; we are currently aiming for October 15th. We thought long and hard about this step, but the archive has outlived its intended benefits at this point. While some good advice is still hidden within the maze that is the old CRYENGINE.com forum, we receive many reports from new users who are confused when they google CRYENGINE V problems and get results for CRYENGINE 3 and modding topics, find old threads with broken links, or get lost in a convoluted labyrinth of old information.

If you are still using CRYENGINE 3 or are modding CE games, and feel like it’s difficult to get the information you seek, please let us know! And don’t forget to register your game, so we can evaluate it for marketing support.

In hindsight, we admit that things weren’t handled in the best of ways back when the old forum was turned off, and keeping the threads as an archive has always been a band-aid solution, but not necessarily a proper replacement. While we do have a great forum and Discord server now, the community gallery is still irreplaceable. It was always a fan-favorite, and we promised to bring it back, but for that to happen, we need to remove the read-only shell that is taking its place right now.

If you want to share your progress on your CRYENGINE project, please do so in the Showcase Thread on the forums and the #showcase channels on Discord for the time being.

We want to encourage you to save what’s still dear to you from the community archive, and this is why we are giving you this head’s up one week ahead of time. Also, we will send out a user survey soon where we will collect your ideas and preferences for a new community hub, which is our next priority now that the overall redesign and CRYENGINE Marketplace updates are locked in place.

We want the CRYENGINE community to evolve, and we want your input to make it the best place possible for everyone. So, don’t be shy, let us know your feedback for the engine in our 5.6 survey, and feel free to share your story or memories about the old CryDev days in the comments below.

You can get the latest updates from the team by following us on Facebook and Twitter, and don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

  • Your CRYENGINE Team
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https://www.cryengine.com/news/view/cryenginecom-redesign-is-coming Wed, 16 Oct 2019 18:23:27 +0200 Crytek
<![CDATA[Bite-size Ragdoll Component Tutorial]]> https://www.cryengine.com/news/view/bite-size-ragdoll-component-tutorial

Today, we’re releasing the first in a new series of bite- tutorials featuring practical tips and tricks about various features and functions in the engine. Our first video is hosted by Roman Perezogin, Junior Technical Designer, and, in under five minutes, the tutorial will show you how to set up a character for ragdoll simulations and how to use the new Ragdoll Component introduced in CRYENGINE 5.6.0.


The tutorial is aimed at users who are already comfortable with using the Sandbox. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

We hope you enjoy this new format and we would love to hear your suggestions for future topics in this series. Let us know what you’d like to see in the comments, the forum, or via Facebook and Twitter. You can also give us your suggestions on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/bite-size-ragdoll-component-tutorial Wed, 02 Oct 2019 16:11:16 +0200 Crytek
<![CDATA[CRYENGINE 5.6.2 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-562-hotfix-available-now

CRYENGINE 5.6.2 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. Since launching CRYENGINE 5.6, we’ve been listening to your comments on the dedicated forum feedback thread, and this second update includes fixes to some of the most important issues that you’ve raised.

Key fixes include:

  • Projects can now be built, launched and packaged without issue
  • Some proprietary SDKs were made optional to ease engine generation and compilation
  • Added Visual Studio 2019 options to engine and project solution generators

Middle-ware updates:

  • Updated FMOD Studio to version 2.00.04
  • Updated Wwise to version 2019.1.4
  • Updated Oculus Spatializer to version 1.40.0

You can read the full release notes and the known issues for this hotfix here.

This update is our second hotfix following the launch of CRYENGINE 5.6. Inevitably, with a release of this , the engine shipped with a few bugs, and we are monitoring your feedback constantly. This update addresses some of the most critical issues raised by the community, but please keep your feedback coming on the dedicated forum feedback thread. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

As ever, stay tuned for updates on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-562-hotfix-available-now Thu, 26 Sep 2019 15:29:36 +0200 Crytek
<![CDATA[Redwood Forest Scene]]> https://www.cryengine.com/news/view/redwood-forest-scene

We’re proud that CRYENGINE gives developers and artists around the world easy access to the power of its best-in-class graphics. Mark Bos, a Netherlands-based artist, has created an atmospheric and beautiful forest scene using Megascans, and we caught up with him to find out how CRYENGINE helped him realize his vision.

Hey, Mark! What’s your history working with CRYENGINE?

Mark: I have been working with CRYENGINE since version 2. I began with modding and making my own stuff in the engine for fun. Later I switched to CRYENGINE 3, and I joined the Miscreated team and created a couple of assets. Then I moved on back to my own work and learning.

Why did you choose CRYENGINE for this project?

Mark: I chose CRYENGINE 5 because it is a great engine. I have always loved the engine! I absolutely love dynamic lightning, so after learning how to create scenes properly, deciding to use CRYENGINE for this project was easy.

What inspired you to create this scene?

Mark: Well, I simply love forests and nature in general. I really like how Endor looked in Battlefront 2 and wanted to try something similar.

Were there any specific features in CRYENGINE that helped you bring this scene to life?

Mark: SVOTI is awesome but also CRYENGINE'S volumetric fog system, which helps to add a lot of realism. Heightmap AO is also a really great feature. The ground of pebbles initially used POM (Parallax Occlusion Mapping), but due to distance limitations, I switched over to large planes with SPOM (Silhouette Parallax Occlusion Mapping) enabled which is a lot cheaper than using Displacement mapping. And it simply looks fantastic. Also, Megascans combined with CRYENGINE works really well.

Do you have any tips and tricks that you used to create the forest?

Mark: First of all, start basic. Make sure you have all your assets ready. It’s helpful to set up a level where you can place all the assets next to each other, which gives you an overview of what you have. So make sure your materials look good and are correctly set up. From there you simply start building it up.

First, I laid out the terrain and the river. Then I added small pebbles and wood. I then moved to larger rocks, larger logs, and wooden elements, then foliage, and lastly the trees. Finally, it was time for the main lighting pass, although I did play around with lighting as I built out the scene so I could see what would look decent or not. Lightning is a lot of trial and error, so try different sun positions as even just five degrees can make a big difference.

But my main tip would be to enjoy pushing your limits and to try different things. I’d also like to thank Crytek employees for their suggestions and being friendly, as well as the CRYENGINE Community for their tips and advice too.

Cheers Mark!

You can check out more of Marks excellent work over on ArtStation. If you’re inspired to make a scene with CRYENGINE, let us know on the forum, or via Facebook and Twitter, and you can follow in Mark’s footsteps by getting advice and tips from our friendly community, and our CRYENGINE development team, over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.]]>
https://www.cryengine.com/news/view/redwood-forest-scene Tue, 24 Sep 2019 16:05:30 +0200 Crytek
<![CDATA[Hunt: Showdown Launches on Xbox!]]> https://www.cryengine.com/news/view/hunt-showdown-launches-on-xbox

Today, Xbox players can finally get their hands on our tense and atmospheric online multi-player bounty hunting game! At launch Xbox players will also be able to grab our first Legendary DLC pack – Legends of the Bayou. Hunt is available on Xbox for $39.99 / €39.99, or bundled with the Legends of the Bayou DLC for $44.99 / €44.99. The game soundtrack – which was released at the end of August - is available on all major digital music platforms, such as Spotify, iTunes, and Amazon Music.

“The team has really put their heart and soul into this game,” says Producer Fatih Özbayram. “We wanted to make an experience that was tense, atmospheric, and above all fun. We can’t wait to see what the Xbox community thinks.”

Xbox One X players can expect 1800p resolution – as well as improved texture filtering, a larger texture pool, a higher quality water shader, and improved SVOTI, shadow quality, and anti-aliasing.

The Legends of the Bayou DLC gives players access to two formidable Legendary Hunter characters—the Bone Doctor and the Weird Sister; two unique weapons, including the Copperhead, a Nagant M1895 named for the ubiquitous indigenous snake; and 500 Blood Bonds that can be used to customize Hunter characters. Those who already own the game can purchase just the DLC for $9.99 / €9.99.

Hunt is available for PC on Steam and for Xbox. For more information, find us on Discord, Xbox Club, Facebook, Twitter, Instagram, Xbox Game Preview and Steam. Get a copy of the soundtrack now on like iTunes, Spotify, Deezer, Amazon Music and other digital music platforms of your choice.

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https://www.cryengine.com/news/view/hunt-showdown-launches-on-xbox Wed, 16 Oct 2019 18:59:38 +0200 Crytek
<![CDATA[CRYENGINE Learning: Lighting Tutorial]]> https://www.cryengine.com/news/view/cryengine-learning-lighting-tutorial

In our new tutorial, Learning Manager Brian Dilg covers lighting in CRYENGINE, including features that launched in CRYENGINE 5.6. In just under 40 minutes, the video will cover a variety of topics including Lighting Components, Clip Volumes, Environment Probes, Projection Textures, and more. You will be taken step-by-step through practical examples of how you can use CRYENGINE’s various lighting tools to light your scenes beautifully. The video can be used in conjunction with the CRYENGINE documentation covering Point Light Components and Projector Light Components.

This tutorial is aimed at users who are already comfortable with using the sandbox. If you are completely new to CRYENGINE, we recommend you download our beginner’s course or watch the tutorial on our YouTube channel.

We hope you find this tutorial useful. If you’re looking for more tutorials, don’t forget to subscribe to our YouTube channel. As ever, we look forward to your feedback on the forum, or via Facebook and Twitter, and you can also join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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https://www.cryengine.com/news/view/cryengine-learning-lighting-tutorial Wed, 16 Oct 2019 19:00:13 +0200 Crytek
<![CDATA[5.6 Particles and Systems]]> https://www.cryengine.com/news/view/56-particles-and-systems

CRYENGINE 5.6 is available now with myriad improvements and new features across the engine. Today, we’re speaking to Rafael Fritsch, Junior Engine Programmer, Scott Peter, Technical Designer, and, Luca Vezzaro, System Programmer, about the push forward in particles and systems.

Thanks for joining us, guys. Let’s start with particles. Can you explain what the new blend mode features bring?

Scott: Previously, particles could only be rendered in transparent modes, such as Alpha Blended or Additive. The new Opaque blend mode enables truly solid sprite and ribbon particles, that sort correctly with per-pixel depth-buffering. An additional option allows them to cast shadows, like other opaque objects. Transparent particle rendering enables great-looking effects, but also has some drawbacks, mainly that alpha-blended particles cannot be correctly and efficiently sorted with current hardware. Some particles, falling leaves or debris, for example, are naturally opaque, and we wanted to render them with many of the advantages of other opaque objects, such as brushes and characters, with correct depth sorting, and the ability to cast shadows.

How do you see this making a difference in projects?

Scott: Proper solid sorting is especially helpful with ribbon particles. Let’s say you use ribbon particles to dynamically create something like worms or vines, either static or moving. Ribbons can overlap or intertwine, and without per-pixel sorting, they can pop back and forth as they or the player move. With opaque rendering and shadow casting, they look more solid, like mesh objects, but can be procedurally generated via the particle system.

Talking of ribbons, what improvements have you made there?

Scott: The Render Ribbons feature has a new option called Tessellated. This enables the graphics card’s tessellation stage to smooth the joints in ribbon particles by generating new polygons in a curved shape. It is also adaptive to distance, so, for instance, the closer the camera is, the more polygons are generated.

To create smooth ribbons without hardware tessellation, the effect designer must carefully choose how many particles per ribbon to generate. If there are too few, the ribbon looks jaggy. If there are too many, it wastes polygons, and can also create kinked joints if they’re too close together. This is complicated if the particle density is affected by things like velocity or wind movement. And the correct particle density is also distance dependent. With tessellation, the designer can choose a reasonably low particle density, and the hardware will add additional polygons as needed, dependent on viewer distance. This feature is great for many ribbon effects, including trails from flying options, and organic objects like worms or vines.

What is the new particle tree view?

Scott: This is an alternate view available in the Particle Editor that presents effect components in a textual tree layout, rather than the original graphical node layout. Currently, all effects consist of components in a pure tree hierarchy, in which parent particles generate child particles. The original node view editor presents components on a 2D grid, where they can be placed arbitrarily, with parents visually connected to children. This view can be visually pleasing for some designers, but it can also be cumbersome to use with many components, sometimes requiring a lot of scrolling, zooming, and node movement.

The new tree view simply lists components by name, in a hierarchical list representing the parent-child relationships. The designer can click on each component to view and edit its features in an adjacent pane, and then move components around in the tree. Many users may prefer this simplified presentation, and it will make effect editing quicker.

How has the Game Platform system advanced?

Luca: The entire Game Platform system has received a substantial overhaul. We had to find a way to be able to run multiple game platform plugins. Now CryGamePlatform delegates all the actual work to other "Services" which are plugins as well, adding flexibility and extendibility.

Of course, we also have Steam improvements, including supporting integer progress values and progression from Steam Stat setups for achievements. We’ve also worked on leaderboards. Previously, a game could only request the update of one leaderboard at a time. If the game requested the update of a different leaderboard before the first one had finished, it would either overwrite the previous one or just mess up the results. Since finishing a leaderboard is an async operation, it’s complicated for game code to manage this situation. Now the code can simply request updates for as many different leaderboards as required without a problem. This improved Steam plugin has been used extensively by Hunt: Showdown, so it’s been proven in production.

What work has gone into the Job System?

Rafael: We have improved the under-the-hood performance of the Job System across the board. For example, we have reduced the cost of syncing when operating on the job queue and added the functionality to utilize the core of a thread that is waiting for jobs to finish. The effect of these optimizations is greatest on platforms with four logical cores, such as an Intel i3 or i5. Furthermore, we have modernized the internal interface for adding jobs to better support lambda functions.

How have the profiling systems improved?

Rafael: We have reworked the profiling systems of CRYENGINE to make them easier to use and extend, and we’ve reduced their performance impact. The changes to the profiling system are mostly under the hood, for now. Previously, all profilers were combined into the same macros. While this can mean less overhead for the individual profilers as they are called directly, it also means that we always call all the profilers, thus increasing overhead if you're only interested in one of them. Moreover, making changes to or adding or removing a profiler would require a full engine rebuild, as all the call sites change.

Instead, now there is a generalized profiler interface. That means adding profiling code is independent of which profiler will be used in the end. You can decide at runtime which profiler backend should be used and even switch between them dynamically. We have already used this simplified workflow to add support for the 'PIX on Windows' profiler. You can now even choose an 'empty' profiler, which does not do any work, to minimize the overhead.

We have also reduced the variety of macros you have to use. Previously, there were macros for functions, sections, loading time sections, regions, and markers, which could be pushed and popped. What remains are CRY_PROFILE_FUNCTION, CRY_PROFILE_SECTION, and CRY_PROFILE_MARKER. This change is a good step forward on its own, but it is also is an important foundation for future improvements. For example, we plan to develop a new CRYENGINE profiler that works the same on all platforms and has a frontend directly integrated into Sandbox.

There has been some substantial work gone into asserts. What was the aim there?

Rafael: Checking every argument and handling every corner-case in your code is expensive. However, it is important for your code to run as fast as possible, especially when it comes to games. That means that your code must run on some assumptions. However, code grows complex quickly, and these assumptions can be overlooked. That's where asserts help you. CRY_ASSERT has been around for some time and is really useful as it doesn't just dump messages into a log but presents you a with a dialog to react to the assert immediately.

Previously, to provide custom messages with the assert, there was the macro CRY_ASSERT_MESSAGE, and its legacy version CRY_ASSERT_TRACE. Now you can also supply messages to the shorter CRY_ASSERT, and the other macros will be removed in the future.

Then there's the CRY_VERIFY macro. This can be used inside expressions making it easy to check the results of operations. But we've also extended CRY_VERIFY so it can accept messages. Previously, we had the limitation that our asserts could not detect errors during the early startup of the engine. This has been overcome, and asserts can now cover even the earliest phases, such as the initialization of global static variables.

Thanks, guys!

We hope you’re enjoying CRYENGINE 5.6. If you want to find out more about what’s gone into this major update, check out our in-depth preview articles focusing on specific areas in the engine, including physics, rendering, audio, Sandbox Editor and Launcher improvements. Keep your feedback coming on the dedicated CE 5.6 feedback thread, and if you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently. Get updates from the team by following us on Facebook and Twitter, and don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team]]>
https://www.cryengine.com/news/view/56-particles-and-systems Thu, 12 Sep 2019 16:44:32 +0200 Crytek
<![CDATA[CRYENGINE 5.6.1 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-561-hotfix-available-now

CRYENGINE 5.6.1 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. Since launching CRYENGINE 5.6, we’ve been listening to your comments on the CRYENGINE forum, social media, Discord and all our other platforms. This update includes fixes to some of the most important issues you’ve raised and includes several fixes that didn’t quite make it into the initial release.

Key improvements include:

  • Visual Studio 2019 not available as an option when generating the engine solution
  • Template projects not being generated due to special characters in the engine path. You should now be able to successfully generate template projects when the engine is installed in the default location.
  • Asserts could not be disabled, and the “Ignore All” functionality was causing undesired side-effects. This is now fixed.
  • Updated Wwise SDK to version 2019.1.3.
  • Numerous stability and workflow fixes.

You can read the full release notes, and the known issues list for the hotfix here.

This update is designed to address some of the more critical issues that have been raised. With a release the of CRYENGINE 5.6, there are inevitably a few gremlins, so keep your feedback coming on the dedicated forum feedback thread, and if you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

As ever, stay tuned for updates on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

Your CRYENGINE Team]]>
https://www.cryengine.com/news/view/cryengine-561-hotfix-available-now Wed, 16 Oct 2019 19:00:43 +0200 Crytek
<![CDATA[CRYENGINE 5.6 is available now!]]> https://www.cryengine.com/news/view/cryengine-56-is-available-now

We are delighted to announce that CRYENGINE 5.6 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This major release packs in over 1,000 changes and includes production-proven features which have been used to deliver Hunt: Showdown. The entire team here at Crytek would like to thank the entire CRYENGINE community for all the feedback and suggestions that have helped shaped the direction of development. This engine is for you, and we couldn’t have done this without you.

CRYENGINE 5.6 is designed to put more power in your hands and make game creation quicker and easier. We’re sure you’ll agree that it marks a big step forward for the engine. As you know, work doesn’t stop, and we’re already looking at the roadmap for CRYENGINE 5.7. Make sure you keep your thoughts and feedback coming as it really does make a difference.

To celebrate the launch, we have put together a CRYENGINE 5.6 technology showcase. Check it out below:


You can read the full release notes for CRYENGINE 5.6 here.

CRYENGINE 5.6 Highlights:


In-Editor Project Management

The Sandbox Editor now controls project creation and management, making getting started with a new CRYENGINE project faster and giving developers more flexibility with this new streamlined and improved workflow.


Micro-facet Multi-layer Materials

This new feature advances the visual reproduction of metals and gives more artistic control over the creation of a range of materials. By describing materials as a stack of layers of varying thickness, each with different optical properties, users can, for instance, model a wet surface by defining a slightly absorptive layer on top, and spatially or temporally varying the thickness of that layer.

Area Lights

Area lights deliver a better representation of how light behaves than traditional punctual light sources. CRYENGINE’s new implementation makes use of pre-computed textures, which will calculate and model area lights far more accurately. It also allows for more flexibility when defining different kinds of light shapes. As of right now, the area lights are a part of the Point Light Component, so if you have point lights in your scene, you can easily change them to area lights

Tessellated Particle Ribbons

The Render Ribbons feature has a new option called Tessellated. This enables the graphics card’s tessellation stage to smooth the joints in ribbon particles by generating new polygons in a curved shape which is also adaptive to distance. This feature benefits ribbon effects, including trails from flying objects and organic objects like worms or vines.

Inter-Entity Constraint Points Storage

This feature is designed to create gears but also has other functions. It allows users to manually specify which entity will ‘own’ the constraint point, and since each constrained entity can have its own constraint point in place, it’s possible to create objects like belts with this feature.

Pressurized Closed Buoyant Cloth

Closed cloth shapes can now have internal pressure based on the current shape volume in this extension to the existing cloth entity.

Custom-Mesh Ropes

Ropes can now use bones and skinning and can be built from custom .cgf meshes, repeated several times. This enables a chain ‘rope’ to be created from a single link and allows for the rapid creation of vines or complex cables that fit naturally in the environment.

Full-Body Ragdoll IK

Ragdoll IK is a physics-aware, energy-based, full-body IK, which tries to satisfy constraints imposed on the physics skeleton with minimum effort energy-wise. The effect is similar to applying physics impulses to characters, except the results are computed instantly, without the physics thread running.

CRIWARE ADX2 Implementation

CRYENGINE is audio middleware agnostic, and we’re proud to integrate support for CRIWARE ADX2, a comprehensive and easy-to-use audio system. If your team is already familiar with ADX2, the transition to CRYENGINE is simple. Discover more about CRIWARE ADX2 at https://www.criware.com/en/products/adx2.html.

Behavior Tree UI

The new Behavior Tree UI is a GUI interface which enables users to quickly create complex behavior trees for AI, bringing NPCs and enemies to life. This tool was developed by the Hunt: Showdown team, bringing yet more production-proven technology to the engine.

Real-time ACE Editing Feedback

Users can now preview a middleware event in the right pane of the Audio Controls Editor without the need to connect it to a corresponding trigger first, improving CRYENGINE’s audio pipeline with instant feedback.

We can’t wait to see what you can achieve with CRYENGINE 5.6. As some of you might have noticed, we are already working on 5.6.1 - a hotfix that will address some minor issues we experienced during testing. This hotfix will be released soon, after we reviewed your early community feedback and had a chance to glance over your findings. CRYENGINE is a vast and powerful tool, so we appreciate your efforts to help us test every nook and cranny. If you want more insight into the hard work that has gone into this release, check out our in-depth preview articles focusing on specific areas in the engine, including physics, rendering, audio and Sandbox Editor and Launcher improvements.

Naturally, there are some things that, despite the efforts that go into a release of this , didn’t make it into the build for various reasons. We assure you that work continues, and we’ll keep you updated on the usual channels. We can't wait to hear your feedback about the new build, and we have started a dedicated CE 5.6 feedback thread. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

We hope you enjoy using CRYENGINE 5.6, and we look forward to your ongoing feedback. Keep your thoughts coming on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel.

Want to work on CRYENGINE? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team

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https://www.cryengine.com/news/view/cryengine-56-is-available-now Thu, 29 Aug 2019 15:26:11 +0200 Crytek
<![CDATA[Hunt: Showdown Is Out Now on PC]]> https://www.cryengine.com/news/view/hunt-showdown-is-out-now-on-pc

Frankfurt (Germany), AUGUST 27, 2019 – Today is the day! Crytek’s online multi player bounty hunting game is out now on PC, and it’s got brand-new DLC riding shotgun alongside it. Players can get Hunt: Showdown for PC for $39.99 / €39.99, or bundled with the new Legends of the Bayou DLC for $44.99 / €44.99 / Players who already own the game can purchase just the DLC for $9.99 / €9.99.

Prior to release, Hunt: Showdown spent time in Steam Early Access, a program that allows developers to work closely with their game community as they develop and refine the game, in Hunt’s case, over the course of over 20 updates and multiple patches. That community, says Hunt Producer Fatih Özbayram, was integral to the game’s development process.

“Hunt: Showdown’s development has been completely community-driven, and that has been such a rewarding experience for the entire team. Together with the community, we were able to create the fun, tense, memorable gaming experience we set out to make. For example, it was a community request that inspired us to add teams of three to Hunt, alongside many other features,” said Özbayram. “So a big thank you goes out to everyone who has supported us throughout the development process – we couldn’t have done it without you.”

The Legends of the Bayou DLC plunges deep into the bayou’s dark heart to celebrate the full PC release of Hunt: Showdown and provide those loyal to the cause with two new Legendary Hunter characters, two unique weapons, and 500 Blood Bonds.

Stepping out of the shadows are two formidable Legendary Hunters—the Bone Doctor and the Weird Sister—as well as the Legendary Copperhead, a Nagant M1895 named for the ubiquitous indigenous snake, and a weapon of distinction; it is only carried by the very first Hunters to reach the bayou, and is all the proof a Hunter needs to prove they were here from the start.


About Hunt: Showdown

Hunt: Showdown is a competitive first-person bounty hunting game that packs the thrill of survival games into a match-based format. Set in Louisiana in 1895, the game boasts a mixture of PvP and PvE elements that creates a uniquely tense experience. It’s not just the creatures who are a threat—it’s every Hunter on the map. In the classic game mode, a match of Hunt pits ten players—playing solo or in teams of two—against each other as they race to take out gruesome beasts for a bounty they must collect and get off of the map, while Hunt’s quickplay mode offers a shorter match for solo players to scavenge for weapons as they compete for a diminishing pool of bounty. The higher the risk, the higher the reward–but a single mistake could cost everything.

For more information, visit https://www.huntshowdown.com/.

About Crytek

Crytek is an independent videogame developer, publisher, and technology provider dedicated to pushing the boundaries of gaming with its cutting-edge 3D game development solution CRYENGINE. With headquarters in Frankfurt am Main (Germany) and studios in Kiev (Ukraine), and Istanbul (Turkey), Crytek has created multiple award-winning titles, including the original Far Cry, the Crysis series, Ryse: Son of Rome, Warface, The Climb, Robinson: The Journey and Hunt: Showdown. Crytek delivers fun and innovative gaming experiences for PC, consoles, and VR and continues to grow its reach in the games-as-a-service market. Every Crytek game is created with CRYENGINE, which can be used by anyone to create games.


For more information visit www.crytek.com and www.cryengine.com.

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https://www.cryengine.com/news/view/hunt-showdown-is-out-now-on-pc Tue, 27 Aug 2019 15:30:58 +0200 Crytek
<![CDATA[Crytek and TESLASUIT announce collaboration]]> https://www.cryengine.com/news/view/crytek-and-teslasuit-announce-collaboration

Crytek will integrate TESLASUIT full-body haptic feedback and physical sensation features into CRYENGINE, allowing CRYENGINE licensees to take advantage of TESLASUIT features with a new set of development tools. The TESLASUIT can be used for a range of applications, including gaming, physical training, rehabilitation, and more. CRYENGINE’s integration of TESLASUIT features will be initially distributed exclusively to preferred partners, with a focus on enterprise and industrial projects, and will subsequently be integrated into a future available-to-all version of the engine.

TESLASUIT advanced physical suits provide haptic feedback and climate control in addition to capturing both motion and biometrics. The suits provide users with sensation and a sense of touch in virtual and augmented reality, including heavy and light impacts, rain, or wind-blowing. TESLASUIT integrated biometric system gathers real-time data from users which can be used to relay emotional state, stress level, and key health indicators. This enables interactive VR/AR content that adapts to the user for personalized experiences.

“CRYENGINE is known for its unrivaled visual fidelity, and it is a proven VR technology. In combination with TESLASUIT, we can create the most immersive environments yet, and this is what makes this partnership so valuable for us,” said Dimitri Mikhalchuk, CRO of TESLASUIT.

“We have followed the success story of TESLASUIT for some time, and we are convinced that this technology will lift professional immersive applications, both in VR and AR, to a whole new level. With this integration, we continue to offer our licensees the very best technology on the market,” added Pascal Tonecker, Director of CRYENGINE Enterprise Solutions.

Find out more about TESLASUIT at https://teslasuit.io and inquire about CRYENGINE’s enterprise licensing solutions by visiting https://www.cryengine.com/enterprise.

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https://www.cryengine.com/news/view/crytek-and-teslasuit-announce-collaboration Wed, 16 Oct 2019 10:58:31 +0200 Crytek
<![CDATA[In the Beginning Was the Word]]> https://www.cryengine.com/news/view/in-the-beginning-was-the-word

In the Beginning Was the Word is a pay-what-you-want VR game for Oculus Rift created by Servants of the Serpent, a team of seven students from The Darmstadt University of Applied Sciences. The game was made in just five weeks, and the team was invited to present the project at Crytek’s HQ in Frankfurt. In the game you play the role of an author who must explore a magical forest on a quest to clear their writer’s block. You can shape the world around you, grow trees in the blink of an eye, make it rain at will, and destroy huge boulders as you solve a range of puzzles in this beautiful and immersive adventure.

To find out about their experience using CRYENGINE for the first time, and learn about their trip to Crytek, we spoke to Fabian Kober, Programming & VFX, Sarah Kopisch, Artist, Elfi Kühndorf, Game Design, Michael Lurz, Technical Artist, Judith Mühr, Environment Artist, Lucca Riitano, Sound Design, and Harald Schmidt-Reinthaler, Music Composer.

Thanks for joining us! Where did the idea for the game come from?

Fabian: Each semester, we get a specific topic for a project, and the theme for this game was "nobody is perfect." Each of us had to come up with three pitches, and along with a few others, I had the idea of an author who is struggling with writer’s block. Writing is one of my hobbies, so I’m aware of this struggle, and I also fancied the idea of exploring this through an imaginary world.

The game world was inspired by James Cameron’s Avatar, which always really fascinates me.

What did you want to achieve with the game?

Michael: We wanted to create an immersive VR puzzle game, and learn to use a new engine. Everyone from the team was used to working with Unity, and we wanted to try out CRYENGINE instead.

Judith: In the beginning, we thought learning to work with a new engine and several other tools would be challenging enough, so we never expected the outcome to be what it is now!

Fabian: I wanted to create a fantasy world filled with nature that would capture attention and spark the imagination. VR is a great tool to achieve a high level of immersion, and CRYENGINE’s amazing nature rendering capabilities convinced me that it was a good idea to use the engine. Once that was clear, I wanted to demonstrate that even a student team with a limited timeframe could achieve something great with CRYENGINE and show how the engine could be used for VR projects by indie developers.

Elfi: I wanted to make an immersive VR experience, which is believable and draws the player into the game. I also wanted to gain some experience with VR, as I had never worked with it before. From a game design perspective, I wanted the player to understand what they need to do and where to go and create puzzles that deliver a sense of achievement and joy when completed.

Lucca: Last year I had an internship at Crytek, where I experienced professional game audio production for the first time, and I wanted to apply some of what I learned in the development of this game.

How did you find the development process, and how pleased are you with the progress you made?

Lucca: What surprised me the most was how well the whole team adapted to a new engine. None of them had ever worked with it before, and everyone delivered exceptionally well within those five weeks of production, creating a vertical game slice with huge potential.

Fabian: Coming from Unity, I was used to endless light baking sessions, which CRYENGINE does not require. Furthermore, I was surprised that all the volumetrics (light shafts, fog, clouds) just worked in VR with very little performance impact.

In the end, I am very pleased with the result. It looks amazing, especially the vegetation, which was very important to me. Even though we developed the game in less than two months, it has about 30 mins of playtime, and most people seem to really enjoy it.

Sarah: The look of the game, or rather the engine, is amazing. I am very pleased with that. Time was a real constraint for us, and I would have liked to have more animals and movement in the forest, with AI reacting to the players. However, in a short timeframe, we had to make sure we finished with a playable game, so we had to choose our priorities.

Michael: I am very pleased with what we achieved. Considering that we were new to the engine and had such a short time, we still managed to develop an almost bug-free game with a working game loop.

Judith: The process of putting together a game wasn't as difficult as expected, but we are still surprised with what we achieved. We thought that the game would be very prototype-y, but we made so much progress in the last two weeks that we uploaded the game to itch.io, something we never imagined we would do when we started out.

Elfi: I am very pleased with the result. In the last two weeks, the game became much more polished, and we are all proud of it. The huge support and appreciation for the game from Crytek was surprising for me, and I am very happy about that. It felt really good to hear from people within the industry that our project is awesome, especially given the time limit we had to make it.

Harry: If we had more time, I would have chosen RTPC (Real-Time Parameter Controls) to trigger the music. This provides a more interactive feeling, and the player feels more integrated into the world. Every action changes the music in different ways (instruments, melody, harmony, tempo,) and we could have designed it around different themes, for example, a calm and relaxing composition for the forest, and a faster, more adventurous and playful theme for puzzles.

What CRYENGINE features helped you?

Fabian: Probably the most helpful tool for our game was the Vegetation Editor. It allowed for a very dynamic environment, in the sense that there was a lot of movement from detail bending, even though we did not have a lot of animated assets. I was also very pleased with the Wwise integration with the engine, which was easy to set up and use.

The pfx2 particle system was very important for the final feel of our game. The editor itself was an absolute blast to use, and the game looks very good.

Sarah: I mainly used the Material Editor and sometimes the Character Tool. The Material Editor was really easy to understand and handle.

Lucca: Thanks to the Audio Controls Editor, and the wonderfully implemented support of Wwise and the Oculus Spatializer in the engine (shout-out to the Audio Programming Team!) adding audio into the project worked like a charm.

Judith: Our game is set in a forest, so the Vegetation Editor was very helpful. Placing vegetation with an extensive amount of variation was very easy, and I've never seen such a tool in other engines.

Harry: We wanted to integrate adaptive, interactive music, so I used Wwise to achieve this. Depending on the player’s state in the game, for example, exploring or solving a puzzle, the music changes. To provide seamless transitions, the music was composed so that compositions have a different melody, harmony, or tempo, but are in a similar key so they can blend into each other.

How was your experience visiting Crytek?

Fabian: It was amazing. Everyone was incredibly nice, and we got a lot of positive feedback about our game. Also, everyone was interested in our experiences with the engine, and our feedback felt very well received. We picked up some good game design tips, and we also heard a lot about CRYENGINE 5.6!

Elfi: It was awesome. It was my first time at Crytek, and it was very interesting to see how the different departments work together. I felt very welcome and appreciated. It was a great feeling to be able to present our game in front of Crytek staff, and we received a lot of positive and helpful feedback from the team. It was nice to speak with people who have a lot more work experience than we have, and I picked up many interesting insights about the industry and how to break in.

Michael: It was great to receive so much positive feedback from the Crytek team. Many people were surprised to see what we had achieved in just five weeks of production time. We received feedback about how to improve the game and tips on what to put in our application when we apply for a position at Crytek.

Lucca: Visiting Crytek to present the game was a wonderful experience, and I'm more than pleased with the feedback the team received. The real interest that was shown from Crytekkers for such a small student project was overwhelming.

Judith: The office is great. Everyone was very friendly and interested in our project!

Sarah: It was amazing! The working atmosphere seemed perfect, and everyone was so open and helpful. You have amazing and super-friendly people there. It was such a pleasure to talk to them.

What's your goal for after graduation?

Fabian: After graduation, I want to start working, preferably at a game studio. I would love to work at Crytek!

Sarah: My goal is to find a role as an animator in a gaming company. I want to be part of an amazing team and contribute my best to a stunning gaming experience, grow my skills, and be able to make fiction seem like reality.

Lucca: I'm going to move to Austria and do a master’s degree. I would like to work on sound for a AAA game production from start to finish in the future.

Judith: I would love to work for an established company like Crytek to learn from experienced artists and improve my skills.

Harry: After graduation, I will continue working on small projects, producing music for games, films, and bands. In 2020 I’m going to start a master’s degree focusing on audio.

Elfi: My goal is to follow my passion and work in the game design area. I’d like to travel too, and I am also thinking about doing a master’s degree, but I have not decided where yet.

Michael: Survive!

Thanks everyone!

We’re sure you’ll agree that the team did a fantastic job with the project, which you can check out on itch.io. If you’re making something cool with CRYENGINE, let us know on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team]]>
https://www.cryengine.com/news/view/in-the-beginning-was-the-word Fri, 16 Aug 2019 16:01:46 +0200 Crytek
<![CDATA[5.6 Rendering Upgrades Preview]]> https://www.cryengine.com/news/view/56-rendering-upgrades-preview

We’re getting closer to the release of CRYENGINE 5.6 which includes over 1,000 changes across the engine, giving you more power and making game development quicker and easier. Today we’re speaking to Marcel Schindler, Junior Rendering Engineer, and Shlomi Steinberg, Rendering Engineer, to find out about some of the rendering improvements coming to the engine.

Hey guys! Which feature are you most looking forward to in CRYENGINE 5.6?

Shlomi: We’re really looking forward to the big step forward that comes with our multilayered materials feature which will advance the visual reproduction of metals, and give more artistic control over the creation of a range of materials. This new feature serves as an extension to the well-known microfacet theory commonly used for specular BRDFs in production. Instead of singular surfaces, we now describe materials as a stack of layers of varying thicknesses, each with different optical properties. This allows for greater expression in the material system to model more complicated materials, specifically those materials where single-layered BRDFs would give an inadequate approximation.

The new system extends upon the current single-layered system in a couple of ways. We now describe a material as a series of dielectric (non-conductive, translucent) layers. And we can now set a conductive (metallic) base layer, with special optical properties unique to conductors, in materials. While each of those layers is quite simple, together they give rise to complex appearances in a physically plausible manner. It will be easy, for instance, to model a wet surface by adding a slightly absorptive layer on top, and spatially or temporally varying the thickness of that layer to model a wetter or drier surface.

Where will this feature make a difference in production?

Shlomi: Think about lacquers or polished layers, different kinds of paints, wet and oily surfaces, and so on. For instance, shallow oil films or metallic oxide layers are thin enough that wave-interference effects become apparent. This kind of visual phenomena can be seen in colorful iridescence patterns on soap bubbles, oil streaks floating on top of water, or as the color shifts at different reflection angles on metals due to the oxide layers that naturally form on most metals when exposed to oxygen. Those thin layers are modeled as thin dielectric layers, and our system accurately captures the iridescent visual phenomena. Metals incur an additional degree of complexity, as a conductor also induces a phase-shift on the reflected light wave, which also depends on the polarization of the incident light. This is why conductors require additional optical properties so they can be modeled accurately. Those highly complex interactions are the reason why reproducing the look and feel of metals in production has always been difficult. However, with a multilayered framework, it only requires a pair of simple layers.

How will this technology evolve in the future?

Shlomi: There are some simple improvements to a few aspects of the current implementation that I'd like to make, like better handling of interference on rough surfaces. But I feel the most important focus should be on ease of use and artist friendliness. With greater artistic expression comes greater complexity, particularly with conductive layers. Standard practice in the game and film industry is to express the refractive index of a medium by a value known as "reflectivity." However, that no longer works for conductors that have a complex refractive index. Some remappings exist for metals, like the "reflectivity" and "edge tint" parameters, but they could be more intuitive and they suffer from other problems (see "Fresnel equations considered harmful," in Eurographics Workshop on Material Appearance Modeling 2019.) This is an area of active research, and plenty of working hours are dedicated to ensuring that the artist will not have to suffer by using refractive indices directly. Soon hopefully, a better solution will be developed, in-house, or otherwise.

Marcel, you’ve been working on area lights. How do area lights play a role in photorealistic rendering?

Marcel: To understand area lights, we need to understand that the light sources we traditionally use in real-time rendering are crude simplifications of what's actually happening in real life. Imagine a desk lamp with a light bulb. A light bulb is an object with a certain amount of area and volume, which in turn influences the visual appearance of its environment. Correctly recreating this appearance is computationally very expensive. As a result, in real-time rendering, light sources are often approximated by infinitesimally small points in space. And that's precisely where area lights come into play. This type of light is explicitly modeled as an area with a specific shape, resulting in far more realism than traditional punctual light sources. Area lights deliver a better representation of how light behaves.

How will area lights advance in CRYENGINE 5.6?

Marcel: Our new implementation makes use of pre-computed textures, which will far more accurately calculate and model area lights. It also allows for more flexibility when defining different kinds of light shapes. CRYENGINE 5.6 exposes rectangular and disc shapes in the form of presets, but more shapes can be added in the future. And users can make use of custom, pre-blurred mip-textures to shape the appearance of area lights in the environment and, for example, in volumetric fog.

What should CRYENGINE users be aware of when adding these improved area lights to their projects?

Marcel: As of right now, the area lights are a part of the PointLightComponent, so if you have point lights in your scene, you can easily change them to area lights. However, most of the features from the previous implementation were reworked, so it's advisable to take a look at the parameters in case you were using area lights before. The cvar r_DeferredShadingAreaLights is now obsolete, as area lights are enabled by default. One last thing to note is that since the emitted energy is distributed over the entire area of the light, highlights will appear less bright than their point light counterparts. To match the brightness of highlights, users may thus have to tweak the area light intensity.

How will area lights evolve in the future?

Marcel: There are a couple of improvements I can think of. I think the most important thing for us right now is to integrate area lights consistently with the rest of our lighting system, which means, for example, full support for casting shadows. We might even be able to use real-time ray tracing to achieve realistic looking soft shadows for area lights in the future. Another cool thing I want to look into is a UI-driven process of adding custom light shapes via the Sandbox.

Thanks, guys!

Stay tuned for more interviews with the team ahead of the launch of CRYENGINE 5.6. ICYMI, check out our CRYENGINE 5.6 interview with physics programmer Anton Knyazyev, our preview of the changes coming to the launcher and sandbox and our preview of audio advancements. Which features are you looking forward to most? Let us know on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team

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https://www.cryengine.com/news/view/56-rendering-upgrades-preview Wed, 14 Aug 2019 16:05:36 +0200 Crytek
<![CDATA[CRYENGINE is at devcom 2019]]> https://www.cryengine.com/news/view/cryengine-is-at-devcom-2019

CRYENGINE is a proud sponsor of devcom, and at the show we’ll be demonstrating CRYENGINE 5.6, the next release of our powerful engine which is used by developers of all sizes, all around the world, to create the most ambitious games.

Head to our booth at the show to get live demonstrations of the technology behind award-winning titles like Crytek’s very own Hunt: Showdown and Warhorse Studios’ Kingdom Come Deliverance. You can also play a selection of games created by indie studios, and our staff will be on hand to explain the latest features releasing in CRYENGINE 5.6, which will make our game development platform more powerful and easier to use for teams of all sizes.

At the show on Monday, August 19, at 12:30, Brian Dilg, our Learning Manager, will be hosting a CRYENGINE 5.6 presentation. Brian said: “The showcase is aimed at anyone who is unfamiliar with the engine, or who wants to get a first look at some of the latest technology arriving in the release of CRYENGINE 5.6. Areas we will be covering will include the Particle Editor, tessellated particle ribbons, physics-aware full-body IK for ragdolls, volumetric fog and shadows, SVOGI, terrain blending, and much more. It will be a great way to discover more about the most notable and latest features in the engine, and I’m excited to meet attendees during the presentation and question and answer session.”

At our booth we will be showcasing a range of new features that are coming to the engine, including the ray tracing technology behind Neon Noir. Neon Noir is a demonstration of real-time mesh ray traced reflections created with an advanced new version of CRYENGINE’s Total Illumination lighting solution, rendered in real-time, in-editor. Neon Noir runs on an AMD Vega 56 GPU, and our implementation is both API and hardware agnostic but will be primed to benefit from a performance uplift using the latest generation of graphics cards. This upcoming technology will make ray tracing accessible to all CRYENGINE users when it arrives in the engine. We’ll also be previewing our new twin-stick shooter sample, which will get you up-and-running quickly with a colorful, all-action arcade shooter. This sample will be made available on the CRYENGINE Marketplace in the future, so you can investigate the code and use it as a base to develop and release your own game.

We look forward to seeing you at devcom! As ever, we welcome your feedback on the forum, or via Facebook and Twitter, and you can also join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team

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https://www.cryengine.com/news/view/cryengine-is-at-devcom-2019 Fri, 09 Aug 2019 19:31:51 +0200 Crytek
<![CDATA[CE Launcher Update 1.10.2]]> https://www.cryengine.com/news/view/ce-launcher-update-1102

The CRYENGINE Launcher is the glue that brings this platform together for you to make managing engine versions and projects a breeze. Today we update the CRYENGINE Launcher with a few QoL features to enhance your experience.

Along with bug fixes and text cleanup we have two changes that speed up your routines:

  • Upgraded the built-in CrySelect tool responsible for the cryproject context menus in Windows such as generating solutions and switching engine versions. This change minimizes the delay when selecting an option in the context menus and allows for a much smoother experience.
  • Added an Asset Banner to the Launcher Dashboard. This is similar to an engine banner and will showcase certain assets we think you may benefit from.

We won’t bore you with the little fixes and changes here, but if you are interested, you can check out the full CE Launcher 1.10.2 release notes for yourself over on our documentation pages.

If you have any questions, comments or feedback regarding the Launcher, CRYENGINE or any other service drop us a comment here, via the forums, Facebook, Twitter or join us on Discord and chat directly with other CRYENGINE community enthusiasts and staff.

- Your CRYENGINE Team

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https://www.cryengine.com/news/view/ce-launcher-update-1102 Thu, 08 Aug 2019 12:38:28 +0200 Crytek
<![CDATA[5.6 Audio Upgrades Preview]]> https://www.cryengine.com/news/view/56-audio-upgrades-preview

CRYENGINE 5.6 is coming soon with over 1,000 changes across the engine. This big step forward for the engine will give you more power and make your workflows quicker and easier. Today we’re speaking to Florian Füsslin, Audio Director, Thomas Wollenzin, Lead Audio Software Engineer, and Lukas Keil, Junior Audio Designer, to find out more about audio advancements in the engine.

Hey guys! So tell us about the push forward with audio and CRYENGINE.

Florian: One feature we’re really excited about is the integration of CRI/ADX2 middleware. CRYENGINE is audio middleware agnostic, and we want our users to have the flexibility and freedom to choose which software they use to create audio. We started with SDLMixer, Wwise, and FMOD Studio, but we always want to extend the palette of available audio middleware integrations. CRI/ADX2 is well known in the audio world and very popular in Japan, South Korea, and other Asian countries. If your team is familiar with CRI/ADX2, the transition to CRYENGINE is very easy, and we’re really pleased to be able to support our audio colleagues who are working with this software.

Can you explain what the new Real-time ACE Editing Feedback implementation is?

Thomas: This feature allows users to preview a middleware event in the right pane of the ACE without the need to connect it to a corresponding trigger first.

Florian: The ACE scans proactively for changes in the middleware, so you never have to leave the sandbox. It simplifies the workflow and allows for instant testing of your changes in run time.

Thomas: It is yet another step forward in our desire to deliver an instantly updating workflow, and this will improve the overall convenience of working with CRYENGINE’s audio pipeline with instant feedback.


What else are you excited about coming to the engine when it comes to audio?

Florian: With CRYENGINE 5.6, we are going to release our take on an HRTF spatialization plugIn, providing a binaural audio experience for your games which will deliver a much higher degree of immersion for players.

Lukas: Head-Related Transfer Functions (short HRTF) define how sound waves are influenced by the listener’s body before reaching the inner ear, which enables our brains to tell where a sound is coming from accurately. HRTF plugins simulate this by delaying and filtering audio sources depending on their direction relative to the listener and producing an individual audio stream for each ear. The result is commonly referred to as binaural audio.

Often achieving a better localizable result requires stronger filtering, which reduces the audio quality in the end, so our approach to developing CrySpatial was to ensure a good and competitive localization while still guaranteeing high quality audio for the listener.

Thomas: Generally audio in CRYENGINE 5.6 comes with countless fixes, optimizations, and smaller features that are not even on the roadmap but are general production enhancements. There are specific features like the ADX2 implementation, but the overall goal was to improve the stability, reliability, and communication with the user and workflows. On the code side, we also massively consolidated, cleaned up, and modernized the audio code, although, naturally, much of this work won’t be visible to non-programming users.

Florian: There is a lot more to come too. We’re excited about many of the new audio components coming to Schematyc and the upcoming Audio Audition Feature which will arrive in CRYENGINE 5.7! The Audio Audition feature is a way for audio designers to preview complex constellations of data which usually needs a game coder to set up, a level logic to be built, or a running game where those constellations could potentially happen. Say you're working on a racing game, and you want to preview how your car sounds under certain circumstances. For example, if it’s raining or not a certain ambiance might play, or if the car is damaged by a certain percentage, the front left tire is blown, the engine is running at a certain RPM, these states can all be very quickly and conveniently set up and previewed in one place using the audition tool, which will work for all supported middlewares. Watch this space!

Thanks, guys!

Stay tuned for more interviews with the team ahead of the launch of CRYENGINE 5.6. ICYMI, check out our CRYENGINE 5.6 Physics Feature Preview with physics programmer Anton Knyazyev and our 5.6 Sandbox & Launcher Feature Preview in our interview with Falk Sonnabend, Senior UX/UI Designer, Eduardo Cabrera, Junior UX/UI Designer, and José De Gouveia, Senior Full Stack Developer. Which features are you looking forward to most? Let us know on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team]]>
https://www.cryengine.com/news/view/56-audio-upgrades-preview Mon, 05 Aug 2019 15:50:38 +0200 Crytek
<![CDATA[AXPR UI Mod Interview]]> https://www.cryengine.com/news/view/axpr-ui-mod-interview

The CRYENGINE Marketplace is packed full of ready-to-go assets that can help you accelerate development on your project. Today we’re checking out the AXPR T5 User Interface Mod created by Istanbul-based community member Tugay Acar.

This clean, crisp, and clear UI mod is based on the GameSDK, and it is designed for FPS projects. Features include a minimap, weapons wheel selector, message boxes, vehicle control UI, objective tags, and many more features that can help you present your game in a slick and clear style. Check out the video below for a full tour of this great package.


We spoke to Tugay to find out more.

Hey, Tugay! How long have you been using CRYENGINE for?

I've been using CRYENGINE since 2013. I love CRYENGINE and its features. It is the best engine for making games and content. I also love CRYENGINE's support. I'm always contacting CRYENGINE by email and getting the best solutions for any queries I have. Thank you!

This is your second UI mod. Why did you choose to create UI?

I have been translating video games from English to Turkish for some time. While I was translating, I found that I really liked the different UI styles in games, and I decided to make my own. My original CRYENGINE UI mod was Crysis-influenced, and I decided to make a new style with more features for people. That first UI was just a test. I love graphic design, and I want to make my UI mods look clean and responsive. With my latest mod, I have added more features and made it easier to use, and added some screen effects to make it look cool. In the future, I would like to add more features for people instead of just UI.

Thanks, Tugay!

You can pick up Tugay’s UI mods and let them know how much you like it on the AXPR T5 forum topic, along with a whole range of other assets, on the CRYENGINE Marketplace. If you pick up an asset that makes a difference for your project, don’t forget to leave a review. And if you’re looking for a specific asset to help you, but somehow can’t find it in the exhaustive range available, let us know on the forum, or via Facebook and Twitter. Don’t forget to join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team

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https://www.cryengine.com/news/view/axpr-ui-mod-interview Fri, 02 Aug 2019 16:03:33 +0200 Crytek
<![CDATA[5.6 Physics Upgrades Preview]]> https://www.cryengine.com/news/view/56-physics-upgrades-preview

It’s not long now until we release CRYENGINE 5.6. This major update features over 1,000 changes and will mark a big step forward for the engine, putting more power in the hands of developers and making it easier and quicker to realize your vision. With so many changes, as you’d expect, there are advancements across almost all areas of the engine, and today we’re focusing on new physics features and improvements in our interview with physics programmer Anton Knyazyev.

Hey Anton! Which areas did the team want to focus on when it came to pushing physics forward in CRYENGINE?

Anton: Ideas for many of the features that will ship in CRYENGINE 5.6 came from a range of sources, internally from both the CRYENGINE team and the Hunt: Showdown team and, of course, from the community. One major goal was to make a big step forward in terms of character physics, for instance, with fully physicalized procedural animation. But we have a wide range of enhancements and features that we think will add up to make a big difference.

via GIPHY

Let’s look at a few specific features. Can you tell us about the Inter-Entity Contraint Points Storage feature?

Anton: This feature is designed to create gears, but also has other functions. Implementation-wise, it is quite simple at its core. It allows users to manually specify which entity will ‘own’ the constraint point. Normally when two entities are constrained, one of them will be used as the frame of reference for the constraint point. By getting a third entity to become the frame of reference, it’s possible to create a gear-like constraint, where the constrained point remains fixed in place while the gears rotate. This is just one example of how this feature can be used. Since each constrained entity can have its own constraint point in place, it’s possible to make things like belts. While working on this feature, I was able to improve and extend constraint components too. This included exposing this ‘constraint frame’ entity which enables a pretty old but unused feature where a physical area acts as a ‘constraint frame.’ It allows straight line constraints to follow a Bezier curve, and plane constraints can become constraints that follow arbitrary geometry.


via GIPHY

You’ve done some work in the area of cloth physics too. What’s new?

Anton: Pressurized Closed Buoyant Cloth,despite a rather long name, is an extension to the existing environmental cloth entity. Basically, this allows closed cloth shapes to have internal pressure, based on the current shape volume. Since the idea for that feature was born in the context of floating balloons, some extra work was done to support the shape-based buoyancy of cloth. As a bonus, we have also added a cloth component.

via GIPHY

Rope tech has advanced in CRYENGINE 5.6. What improvements can users expect here?

Anton: We now enable ropes to use bones and skinning. Previously, the engine had to rebuild a rope mesh each frame, which is obviously not very efficient, although still surprisingly affordable in many cases. Now skinned ropes build the mesh only once, and then only update its bones. Ropes with dynamic segment subdivision, however, will have to use the old method, since they essentially have a varying amount of bones. We also allow ropes to be built from custom .cgf meshes, repeated several times. An obvious use for this feature is making a chain ‘rope’ created from a single link .cgf. However, our artists have already used this feature to create vines or complex cables that fit naturally with the environment.

via GIPHY

Can you tell us about the push forward in character physics?

Anton: Ragdoll IK is the first step in our planned character physics advancements. It’s a special physics-aware, energy-based, full-body IK, which tries to satisfy constraints imposed on the physics skeleton with minimum effort energy-wise. In practice, this looks similar to applying physics impulses to characters, except the results are computed instantly and without the physics thread running. It also has a mode that looks less ‘dramatically physical’ and more like a smoothly weighted full-body IK. A good application for this is posing characters on levels, so you can precisely place dead bodies, for instance, but also less morbid things like sculptures, mannequins, and so on. This feature is also available from code, so people can find custom uses for it as a general IK. Working on this feature also facilitated polishing the existing Featherstone simulation mode for ragdolls, which is a precise and efficient method for simulating articulated structures, and the addition of a ragdoll component.

What’s the new mass decay feature?

Anton: Now, this one is a bit cheeky! It’s known that physics solvers like stacks of objects, where lighter objects are placed on top of heavier ones. In fact, there are physics demos that do this. So I thought why not cheat a bit and do it on the fly? The solver is still allowed to try and solve the original configuration ‘honestly,’ but after that ‘mass decay’ is applied, making objects lighter the further they are from the ground or static contacts. Combining ‘honest’ solver passes with the temporary effects of mass decay means this feature can be used quite aggressively, making stable and relatively cheap simulations of tall stacks that can easily go over 100 objects. Still, this particular element of the feature is turned off by default.

You’ve mentioned quite a few component improvements in passing. Are there any others for users to look out for when CRYENGINE 5.6 arrives?

Anton: We have a new physics particle component which is useful for projectiles, for instance, and I also worked on tweaks and improvements to the sample actor component, which is intended to be a replacement and upgrade to character controllers based on PE_LIVING physical entities. We will also introduce a small water volume component which can attach itself to an existing water volume shape and change some of its physical properties at runtime, such as water density, resistance, flow direction, and ‘fixed volume’ for dynamically distributed water volumes.

Thanks, Anton!

Stay tuned for more interviews with the team ahead of the launch of CRYENGINE 5.6. ICYMI, check out our preview of the changes coming to the launcher and sandbox in our interview with Falk Sonnabend, Senior UX/UI Designer, Eduardo Cabrera, Junior UX/UI Designer, and José De Gouveia, Senior Full Stack Developer.

What features are you looking forward to most? Let us know on the forum, or via Facebook and Twitter, or join the community and our CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub which helps us to process the issue quickly and efficiently.

Are you looking for your next career move? At Crytek, we value diversity and actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

- Your CRYENGINE Team

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https://www.cryengine.com/news/view/56-physics-upgrades-preview Tue, 30 Jul 2019 16:12:30 +0200 Crytek