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. Wed, 13 Nov 2019 15:33:50 +0100 Fri, 15 Nov 2019 06:31:22 +0100 60 <![CDATA[Ray Tracing for Everyone: Neon Noir benchmark tool released]]> https://www.cryengine.com/news/view/ray-tracing-for-everyone-neon-noir-benchmark-tool-released

We are delighted to share the news that we have released ‘Neon Noir,’ a free ray tracing benchmark based on the ray tracing demo of the same name, which was made available as a video during GDC 2019. The benchmark can be downloaded from the CRYENGINE Marketplace, and it will give you a score based on how your system performs rendering scenes produced by CRYENGINE’s upcoming ray tracing feature in real-time. 

The benchmark will give a score on almost any hardware system configuration, with the power of the system reflected in the benchmark’s performance, as with any benchmark software. However, for the smoothest experience, we recommend the following minimum specifications:

Recommended Minimum Specs for the Neon Noir Benchmark:

  • AMD Ryzen 5 2500X CPU/Core i7-8700
  • AMD Vega 56 8 GB VRAM/Nvidia GTX 1070 8 GB VRAM
  • 16 GB System Ram
  • Win 10 x64
  • DX11

We have also added a configuration setting so you can change the quality of the ray tracing in the benchmark from Very High to Ultra, demonstrating how the new technology can be adapted for different levels of performance by the developer or user. When running on the Ultra setting, ray-traced reflections are rendered at the same resolution as the scene. When running on the Very High setting, we adjust a value called LowSpecMode to reduce the resolution of those reflections for rigs with lower performance, saving rendering costs, while still delivering a beautiful scene.

In the benchmark example, the LowSpecMode value is 0 for the Ultra setting, and the LowSpecMode value is 1 for the Very High setting. A scene rendered at 1920p x 1080px with a LowSpecMode value of 1 will result in ray-traced reflections rendered at a resolution of approximately 1357 x 763px. When the feature ships in CRYENGINE, developers will be able to adjust this value to achieve the level of performance they desire for specific scenes, and/or give control over the performance of ray tracing to users as part of the graphics settings. 

CREYNGINE’s ray tracing technology is both hardware and API agnostic and will run on most mainstream contemporary AMD and NVIDIA GPUs, whereas other ray tracing methods are typically bound to GPU solutions with dedicated RT cores. The feature will ship in CRYENGINE in 2020, optimized to take advantage of performance enhancements delivered by the latest generation of graphics cards from all manufacturers and supported APIs like Vulkan and DX12. 

Check out our Road to Ray Tracing developer diary to find out more about how we created this new technology. The video features key members of the team involved in pioneering this feature and reveals the artistic ambition behind Neon Noir and how artists and developers can achieve amazing results by deploying ray tracing on contemporary hardware. 

Neon Noir also comes with a full Razer Chroma RGB integration and will pair nicely with Razer Chroma enabled hardware and peripherals. This Razer Chroma integration will be made available to CRYENGINE developers to add Chroma RGB effects to their games easily in the future.

We look forward to hearing your feedback in the comments, on the forum, and via Facebook and Twitter - we also setup a special forum thread so you can share your benchmark score with others. Don’t forget that you can join the community and our CRYENGINE development team over on our official 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/ray-tracing-for-everyone-neon-noir-benchmark-tool-released Wed, 13 Nov 2019 15:33:50 +0100 Crytek
<![CDATA[Time Squared in Early Access on Steam]]> https://www.cryengine.com/news/view/time-squared-in-early-access-on-steam

Time Squared is a CRYENGINE-powered indie game set during the Cold War at a time when tensions are mounting, and a terrorist threat could trigger an all-out war between the USA and the USSR. Find out more in our interview with Thomas Marot Magné from FUSIS Games.

Hey Thomas! Can you tell us what players can expect in Time Squared?

Time Squared is a focused first-person shooter that we hope is pleasing to play! Players can expect a big world to explore and fight through, from beaches to snowy mountains. Time Squared is an open-world game, so players will be able to follow the story or just take their time and explore.

You play as an elite soldier, and you’ll almost always be guided by Sermo, your mission operator, by radio. She’ll follow you everywhere thanks to a device implanted in your brain. She’ll see what you see and hear what you hear. To get about in the large open world, you’ll have access to an armored 4x4 called the FENEC-081, which allows you to head off the beaten track. 

We’ve implemented a large selection of weapons, including handguns, rifles, shotguns, snipers, and grenades, that you can find powered-up with different equipment. For example, the Herton Quarter, the main rifle used by the enemy Bonis Mundi forces, has a magazine of 60 bullets and a very high fire rate, perfect for close and medium range. It has a basic version without any equipment, but you can find it with an extended magazine of 120 bullets, aiming equipment, a suppressor, or even all three of them!

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Can you tell us more about the game’s setting?

The game is set in 1984 during the Cold War. There is so much mystery about the Cold War! I’m always curious about all the events that happened but were buried in secret. The main area of the game world is situated on an old abandoned military island. The other areas… I can’t say too much because of spoilers! There are around nine different environments in Time Squared, including beaches, forests, jungles, urban environments, mountains, and so on. 

What inspired you to make this game?

Let’s just say that I’m a huge fan of the early Halo games, and the Metal Gear Solid and Half-Life franchises. So a lot of unconscious inspiration probably comes from these games.

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What’s the history behind the development of Time Squared?

I’ve been working on Time Squared for four years, and two years ago my co-developer Nicolas contacted me saying that he was interested in working on the game. Nicolas is more on the art side, and I’m more on the programming side.

Why did you choose CRYENGINE for this project?

CRYENGINE always seemed so beautiful and powerful. I had to try it, and it was a nice challenge. I think Flowgraph is the best feature in the engine. I really love creating scripts using a visual tool like this. It’s very fast, clear, and perfect for debugging.

 Has the CRYENGINE community helped you with this project?

CRYENGINE has a very helpful forum where you can ask questions, or sometimes you just find what you need because someone has already found a solution to your problem.

Cheers Thomas!

Time Squared is available as an Early Access title right now, so head over to Steam and check it out.

Are you making something cool with CRYENGINE? Let us know in the comments, 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.

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/time-squared-in-early-access-on-steam Mon, 11 Nov 2019 17:26:21 +0100 Crytek
<![CDATA[CRYENGINE 5.6.4 hotfix available now]]> https://www.cryengine.com/news/view/cryengine-5-6-4-hotfix-available-now

CRYENGINE 5.6.4 is available now from www.CRYENGINE.com and the CRYENGINE Launcher. This release is our fourth hotfix since we launched CRYENGINE 5.6 and has been created in response to your feedback and as part of our commitment to continually improve the engine. Please keep your feedback coming on the dedicated forum feedback thread to help us make CRYENGINE better. 

Key improvements in CRYENGINE 5.6.4 include:

  • Tweaked: Updated to SDL2_mixer-2.0.4 and with that added support for a myriad of additional formats.
  • Fixed: External project generation with engine source downloads SDKs.
  • Fixed: Crash that was being caused when changing an objects layer when this object had one or multiple child link objects.
  • Fixed: Unable to import 8k textures.

Middleware updates:

  • Tweaked: Updated to FMOD Studio 2.00.05.
  • Tweaked: Updated to Oculus spatializer 1.41.0.

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

Inevitably, shipping a build the size of CRYENGINE 5.6 means that some issues, errors, and bugs only appear once the engine is in your hands. This update fixes more bugs, but please keep your feedback and suggestions coming 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. 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-5-6-4-hotfix-available-now Thu, 07 Nov 2019 15:31:20 +0100 Crytek
<![CDATA[Achieved with CRYENGINE: Stunning Victorian Room Art Project]]> https://www.cryengine.com/news/view/achieved-with-cryengine-stunning-victorian-room-art-project

Caspar Helling and Verena Gruse are two artists who have collaborated on a project to create a beautiful Victorian Room scene with CRYENGINE, which you can check out on ArtStation. The assets were created in 3ds Max, Marmoset Toolbag and Substance Painter, and rendered in CRYENGINE. The scene is dripping in atmosphere, packed with beautiful, detailed props, and makes excellent use of lighting to evoke the grand beauty and opulence of a Victorian-era dining room and snug. 

You can check out an in-depth interview with Caspar and Verena on 80 Level, in which they discuss how they approached the project, including preparation, asset production, texturing, setting up the lighting, their experience using CRYENGINE, and more. 

In the interview, they reveal why thy they chose CRYENGINE for the project: “Our main goal was to create a room that invites the viewers, draws their attention to all the little details and therefore encourages their desire to explore further. It was clear then that the lighting would play a big role in reaching that goal. As CRYENGINE offers some great tools for lighting with which you can achieve some stunning results, it was our first choice for the Victorian Room.”

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The interview also reveals how they used the CRYENGINE Marketplace to source props, and they describe their workflow for creating assets in different programs alongside a detailed description of how they set up the lighting in CRYENGINE. 

Caspar and Verna also discussed what features and tools in CRYENGINE made the difference for them: “What we like most about CRYENGINE is the outstanding photo-realism and its way of handling lighting. Since we wanted to do a highly detailed, realistic, and cinematic scene, CRYENGINE was the perfect fit. The usage of all the visual features is very straightforward and gives instant comparable results. The easy-to-use environment editor with settings for the time of day gives great results in a short amount of time. Another nice thing about CRYENGINE is a very easy and self-explanatory material editor and interface in general. There is mostly no need for complex and time-consuming material setups, so as an artist you can really focus on creating art. You can basically say that “what you see is what you get.”

“The most interesting thing about using CRYENGINE is lighting. Its Global Illumination approach (SVOTI) is great for artists and lets you create quick and cinematic results. You can choose between a lot of different settings, which have a big impact on the lighting quality and workflow. Another great thing is that the lighting is rendered in real-time without any need of pre-baked lightmaps. So, there is no need for a second UV channel for any lightmaps. Another interesting thing is the heavy use of console commands - the cvars. You can adjust nearly every setting by typing these commands into the console.” 

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Read the excellent article over on 80 Level for the full lowdown on this fantastic scene and get a host of practical tips that will help anyone interested in using lighting in CRYENGINE. You can also check out their topic on the Victorian Room project the CRYENGINE forum and start a discussion!

Are you making something cool with CRYENGINE? Let us know in the comments, 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.

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/achieved-with-cryengine-stunning-victorian-room-art-project Fri, 08 Nov 2019 10:27:36 +0100 Crytek
<![CDATA[Official modding tools released for Kingdom Come: Deliverance]]> https://www.cryengine.com/news/view/official-modding-tools-released-for-kingdom-come-deliverance

The award-winning CRYENGINE-powered Kingdom Come: Deliverance has released an amazing suite of modding tools. The modding tools are available for free on PC and allow you to add new elements, swap assets, and create quests, journals, and objectives. Developer Warhorse Studios has also made available a modified version of the CRYENGINE Sandbox editor, including a dozen different tools and editor extensions for you to get creative with. You can also explore raw game data so you can see and learn how the game was built! 

Warhorse Studios has established a central hub in partnership with Nexus Mods, where you will find descriptions of the different tools, documentation on how to use them, and video tutorials. Whether you’re an experienced modder from the CRYENGINE community, just starting out with modding, or interested in exploring how a AAA CRYENGINE game is created, this excellent resource will help you get creative in Bohemia. 

We spoke to Tobias Stolz-Zwilling, PR Manager for Warhorse Studios, who said: “With the modding tools released, we are hoping to motivate our community to make their mark on medieval Bohemia. People will be able to exchange or add new elements to the game, write their own quests, or even completely graphically overhaul the game. We are really looking forward to seeing what our community comes up with.”

And we can’t wait to see what the CRYENGINE development community can come up with by using these tools either! If you’re inspired to create a cool mod or even your own RPG, let us know on the forum, via Facebook and Twitter. Don’t forget that you can join the community and our CRYENGINE development team over on our official 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/official-modding-tools-released-for-kingdom-come-deliverance Fri, 01 Nov 2019 16:03:46 +0100 Crytek
<![CDATA[Grab a bargain in the Steam Halloween Sale]]> https://www.cryengine.com/news/view/grab-a-bargain-in-the-steam-halloween-sale

Give yourself the gift of top-tier CRYENGINE-powered gaming without freaking out your bank balance by checking out some of our highlights from the Halloween Steam Sale. But don’t delay as these offers end on November 1st.

Hunt: Showdown

Get 30% off our very own Hunt: Showdown or enjoy 37% off Hunt: Showdown Legendary Edition, which includes the game and the Legends of the Bayou DLC. And if you’re just after the Legends of the Bayou DLC, you can pick that up with a discount of 30% too!

About Hunt Showdown:

Savage, nightmarish monsters roam the Louisiana swamps, and you are part of a group of rugged bounty hunters bound to rid the world of their ghastly presence. Banish these creatures from our world, and you will be paid generously—and given the chance to buy more gruesome and powerful weapons. Fail, and death will strip you of both character and gear. Your experience, however, remains in your pool of hunters—called your Bloodline—always.

About the Legends of the Bayou DLC:

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

For Halloween, the Butcher appears to have taken on the aspect of the festivities around it. You're going to want to see this...

Prey

Enjoy 50% off CRYENGINE-powered Prey, developed by Arkane Studios and published by Bethesda. You can also get 50% off the Prey Digital Deluxe bundle, including Prey: Typhon Hunter and Prey Mooncrash

About Prey:

In Prey, you awaken aboard Talos I, a space station orbiting the moon in the year 2032. You are the key subject of an experiment meant to alter humanity forever. But things have gone terribly wrong. The space station has been overrun by hostile aliens, and you are now being hunted. As you dig into the dark secrets of Talos I and your own past, you must survive using your wits, weapons, and mind-bending abilities. The fate of the Talos I and everyone aboard is in your hands.

About Prey: Typhoon Hunter:

Prey: Typhon Hunter is an online multiplayer update. Typhon Hunter is a lethal game of hide-and-seek between a single survivor and five other players who stalk, hunt, and hide in plain sight as shape-shifting Mimic aliens. Every object is a potential enemy. Will Morgan or the Mimics prevail?

About Prey: Mooncrash: 

In Prey: Mooncrash, TranStar’s secret moon base stopped transmitting shortly after the events of Prey. Now Peter, a hacker stationed aboard a spy satellite tasked with intercepting TranStar communications, must find out why. Trapped and under a ruthless contract with KASMA Corp, Peter’s only hope of ever seeing his family again is uncovering the moon base’s lost secrets.

ShadowSide

Score a whopping 90% off ShadowSide from ArdoVGames, an amazing example of what a one-man-team can achieve with CRYENGINE. Check out our interview with developer Andrey to find out more. 

About ShadowSide:

ShadowSide is a first-person adventure game. It follows the adventures of a police officer called Alex, which takes place in atmospheric and creepy locations. It would seem that his everyday life and work is just the same old routine. But one day a dramatic event occurs, which would be the worst nightmare of even the most experienced policeman. This day will radically change his life…

You can also pick up Andrey’s first game, Investigator, with a massive 75% off in the sale too!

The Cursed Forest

Another spooky CRYENGINE indie game, The Cursed Forest, is available at a 35% discount.

About The Cursed Forest:

Following a car crash that leaves you stranded in a dark forest, you’ll be hunted and haunted by the creatures and secrets that lie within it. There is an innocent soul buried within a terrifying mystical beast that stalks you in the woods, but can you survive a multitude of dangers long enough to release it? The Cursed Forest allows you to choose your own path and explore the dark beauty of the forest, challenges you to navigate deadly traps set by evil spirits, and you’ll discover the fate of earlier adventurers and expeditions that came across this cursed place. Can you stop the darkness rising?

Halloween Events

You can also celebrate Halloween with Steam Halloween Events in CRYENGINE-powered games.

Miscreated, a multiplayer online hardcore survival game set in a post-apocalyptic future, has added a bundle of new Halloween themed items in the game for you to find. They will spawn in the world via Halloween bags or may be found by other means... Check it out in their latest update to the game.

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Deceit, the free-to-play online shooter that tests your instincts at trust and deception, is running a Halloween-themed in-game event featuring a variety of unique cosmetic seasonal rewards, performance bonuses, and some spooky map decorations.

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And because we live to give at Crytek, you can also pick up a couple of our-not-so-spooky games at a discount too. Experience the story of Marius Titus, a young Roman soldier who witnesses the murder of his family, then travels to Britannia to seek revenge in Ryse: Son of Rome with 60% off. Our VR space adventure Robinson: The Journey is also available to buy now with a stunning 75% off. 

As ever, we look forward to your feedback in the comments, on the forum, via Facebook and Twitter, and you can join the community and our CRYENGINE development team over on our official 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/grab-a-bargain-in-the-steam-halloween-sale Tue, 29 Oct 2019 17:15:47 +0100 Crytek
<![CDATA[Room 54 Launches Soon]]> https://www.cryengine.com/news/view/room-54-launches-soon

Room 54 will be launching on Steam soon, and to mark its release, we caught up with Luca Falco to find out more about the game, its chilling story, and its action/adventure stealth gameplay.

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Congratulations on the upcoming launch of the game! Can you tell us a bit about Room 54’s setting?

The game is set in 1984. Daniel and his wife Desirè have taken a winter holiday in a small, remote town called Roseberg. But everything in this isolated community is not as it seems. During their stay, residents keep disappearing in shadowy circumstances. And then, one day, Desirè too disappears without a trace. 

A desperate Daniel searches everywhere for her, eventually finding her dead in the woodlands surrounding Roseberg. Her body has been gutted. Far from safety, and struck with grief, Daniel discovers a deadly, mysterious creature that lurks amongst the trees. Daniel came into the woods to find his wife, uncover the truth, and solve the mystery of this town. Now he must also escape with his life. 

What kind of gameplay can players expect in Room 54?

Room 54 is a permadeath game, focused on action, stealth, and survival. Daniel must escape from the forest using one of three possible routes, and he is only able to use the items and objects that he comes across. He will need to repair objects, unlock doors, fix generators, and mend radios to communicate with the outside world. Hunted by the mysterious creature in the forest, Daniel isn’t armed, so he must use his wits to escape and hide from danger as he makes his way to safety. The objects in the game are spawned randomly on the map with each playthrough, providing a unique experience every time.

Is there a plan for post-launch support?

We have plenty of ideas for new content which we can update the game with, so, hopefully, players will keep supporting us, and we can keep supporting them!

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How did the team come together? 

Room 54 was formed by Vitor Ribeiro and me. I met Vitor when I first joined the CRYENGINE community four years ago. He helped a lot during the development process, especially around the character and animation processes, but he also created many assets for the game. We also got in touch with different freelancer artists and developers who have helped us with various aspects of the project. 

What inspired you to make a game in the survival horror genre?

I fell in love with horror games, movies, and TV shows at an early age. I can remember as clear as day the first time I played Resident Evil on PlayStation when I was young, and I was terrified for months after a scene where zombie dogs were trying to catch you! I have a big collection of horror movies at home, and the first horror movie I watched was The Exorcist, an absolute classic. 

Why did you choose CRYENGINE to develop Room 54?

I chose CRYENGINE because of its user-friendly interface and loads of features that help me to achieve my objectives. I've watched many showcases comparing many different game engines, but I loved CRYENGINE’s renderer. It is the perfect fit for a first-person project that requires a high level of immersion for the player.

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Which CRYENGINE features have made the difference for your development?

CRYENGINE has many features that I love. The terrain modeling is incredibly useful, and the painting system allows me to recreate a perfect landscape by blending many textures. I also really like the Track View system, which enables me to create cinematic sequences easily. That’s just scratching the surface, though. There are so many features that have made an enormous difference.

Has the CRYENGINE community helped you during the project?

The CRYENGINE community has helped me a lot, and also the CRYENGINE team who were always open, and able to give me advice and help solve any problems or questions I had. The CRYENGINE Discord channel is a great place where you can stay in contact with other developers and get support quickly. 

Thanks, Luca!

Head over to Steam to wishlist the game right now. As ever, we look forward to your feedback in the comments, on the forum, via Facebook and Twitter, and you can join the community and our CRYENGINE development team over on our official 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/room-54-launches-soon Fri, 25 Oct 2019 16:23:00 +0200 Crytek
<![CDATA[Spooky assets for Halloween]]> https://www.cryengine.com/news/view/spooky-assets-for-halloween

It’s the season of spooks and scares, so head to the CRYENGINE Marketplace to discover ready-to-go assets, which will help you give your players the jitters.  

What goes bump in the night? Give players a fighting chance to find out with the free Hand Flashlight. This great asset is provided by manuk from Frog Factory, the developer of CRYENGINE-powered Heathen – The Sons of the Law

The flashlight arrives with Blender source files, CRYENGINE mannequin setup, and can be used as a melee weapon for when your player finally hunts down the monster or enemy lurking in the shadows.  

If you want to create a terrifying interior corridor, ancient underground passage, or foreboding exterior architecture, the Old Wall Pack from Sideral Studios features ten superb wall textures. From modern concrete to a range of brickwork styles that would suit a variety of period settings, each features different styles of weathering to create walls that have seen too much. If you want to create a chilling sense of place, this pack of assets could be perfect for you. 

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Light the way for players with a dual-headed Victorian lamppost from zeenoh, perfect for a Jack the Ripper-era setting, or to add atmosphere to a more contemporary backdrop. From dusk till dawn, and in light and shadow, this asset, which includes textures and source files, will stand out beautifully in your scene.  

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The free Small Inventory Pack from Roman Maltsev is perfect for a modern or futuristic horror scene. Featuring a switch, frame, control panel, wall lamp, and more, it’s down to your imagination to decide what horrors lie in wait behind the door, which is the centerpiece of this fantastic pack. 

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Whatever scene you create, you’ll want audio to match up to the visuals, so check out the Scary Music Pack from MyMusicId. You’ll get six high-quality tracks, including looped and cut down versions of each tune. The pack features 127 assets in total, all royalty-free, mixed and mastered, and ready to use.  

If you haven’t picked it up already, it’s a great time of year to scoop up our bumper pack of free Deceit assets. Get your hands on a massive range of production-proven props that featured in Automaton’s multiplayer first-person-shooter set in an asylum. Including houses, cell doors, lab props, satellite dishes, antenna towers, and more, go wild with these high-quality CRYENGINE-ready assets that you can use to kit-bash your own scenes. 

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All of these assets and more are available 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

 

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https://www.cryengine.com/news/view/spooky-assets-for-halloween Tue, 22 Oct 2019 15:38:58 +0200 Crytek
<![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.

]]>
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
]]>
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.

]]>
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.

]]>
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