Right, you can't make games with it which are "harmful, abusive, racially or ethnically offensive, vulgar, sexually explicit, defamatory, infringing, invasive of personal privacy or publicity rights, or in a reasonable person's view, objectionable".
The license is a bit strange, you can read it here: https://www.cryengine.com/ce-terms
Not really what we expect from open source, but at least we can now view the code and edit it for the purpose of making games.
I'm not a lawyer, and don't know what the specifics of the licensing deal between CIG and Crytek were, but after reading the lawsuit, I have a number of questions:
Prey 2017 was made in CryEngine, which uses a visual scripting language called "Flow Graph" for game logic. Essentially it's an xml file that defines a series of nodes and edges, which you can drag and drop in a visual editor. Sounds great for people who have little coding experience, but it results in some horrifyingly complicated graphs for things that would be simple to code in a regular scripting language.
Voxel based lighting technologies are what will make new games feel a generation apart from the others in terms of visuals. It happened before with Crysis which was the first game to implement ambient occlusion. It was a ground breaking technique at the time but now AO is everywhere.
The same will happen with voxel based global illumination techniques, give it time and it will be in every game. Currently GI is very expensive and can be run only on high end GPUs without having to sacrifice fps, resolution or other quality settings. Even the new PS4 they just announced would struggle with GI and sadly multiplatform ports developers pick the lowest common denominator when it comes to features with a few exceptions (Nixxes).
The upcoming Kingdom Come: Deliverance will have the Cryengine based SVOTI technology, you can try a demo of the technology here or you can watch a video comparison of the feature in Kingdom Come here.
Anybody have any idea where to actually download the CRYENGINE client? The site shows this message: "See the future of CRYENGINE revealed Tuesday, March 15th 9pm CET/4PM EST/ 1pm PST" and nothing more.
I'm guessing that they still haven't updated their website yet with the new content, bad timing.
Edit: Available now here
I was looking through their TOS, and the limitations on use actually look like a huge gotcha. They stipulate that CryEngine shall only be used for the creation of games, and that the following things are NOT games:
That feels... off to me. Even if I were making something not covered under those restrictions, it'd make me feel a bit uncomfortable.
I've been digging into the files and have managed to add an additional config such that I can get the title sequence (while the game first loads) to use a higher resolution. However this then resets back to a render scale of 0.70 in the menus and in game :-/
I'll continue to mess around with this... If anyone has knowledge of the inner workings of CryEngine and setting cvar defaults, adding cvars to whitelists, etc etc. give me a shout!
EDIT: There's a thread going about this over at the Crytek Forum.
The Crysis tessellation argument was debunked long ago by Crytek devs: http://web.archive.org/web/20160811213040/https://www.cryengine.com/community/viewtopic.php?f=355&t=80565 (archive link because original is dead)
Essentially, in wireframe mode you see the level as if the tessellation were always as if you were an inch away from it and stops all culling.
> It doesn't mean the engine works on Linux
Ehhhhhhhhhhhhhhhh supported platforms https://en.wikipedia.org/wiki/CryEngine also here https://www.cryengine.com/features/platforms at the bottom there.
Do you really want me to slap you with my fucking dick more?
> By supporting Linux and OpenGL, CRYENGINE gives indie and AAA developers alike the choice to engage their audience where they want to.
Did YOU read it? The engine has support for OpenGL 4.3 or newer. I also know for a fact you can export Linux binaries from the Windows dev tools.
Unreal Engine >Generally, you are obligated to pay to Epic 5% of all gross revenue after the first $3,000 per game or application per calendar quarter, regardless of what company collects the revenue.
Cryengine (requires membership)
>100% royalty-free
>We firmly believe that the people benefiting from a game’s success should first and foremost be its creators. That’s why games developed with CRYENGINE are 100% royalty-free, no matter how much you earn.
I have been posting on the crytek forums for a way to do this with the climb and crytek demos, it desparately needs it. A lot of Vive games would benefit from something like this also but I have found no way to do it.
The new license agreement (which covers any software using a previous iteration of cryengine and upgrading to 5.5 or later) declares entitlement to 5% of the gross for the life of the product (section 3.2). So if a game sells for $20, Crytek gets $1 per copy, or another example is a $50 game selling a million copies entitles Crytek to $2.5 million.
Section 3.3 details some exceptions but they are pretty minor, and look like they are mostly for making it a bit easier on small developers that aren't making a much.
Royalties would be more damaging to CIG in the long run and CryTek trying to push them to upgrade might have been a catalyst in the departure from CE to LY
The whole thing can be seen - the whole thing can be downloaded - for free https://www.cryengine.com/user/registration
Plus the whole thing was sold to Amazon and the same code can be downloaded from there for free
It says full source code - and if they stopped supporting them during the time they didn't pay their employees for six months... well they probably broke their contract first.
but if they think discussing code that has already been available to anyone with an internet connection is a breach of NDA... I don't think it will hold up.
NDAs live and die by dates of info being made public
They're calling it a "pay what you want" model. (https://www.cryengine.com/get-cryengine)
My guess is most of their money lately came from support anyhow so they're hoping to leverage community input and increase users.
Overall it's not a great sign of health for the company, of course. (Also, I've looked at the code, there seems to be a lot of issues.)
Implying LY at one point had Scaleform to give, but they have merely patched it out. The burden seems to be on you to demonstrate that this ever happened. It doesn't look good according to lead mod Lavizh.
I haven't actually read this new doc, but I'm amazed to hear this is something they need to argue to begin with. The GLA has some fairly clear termination conditions, none which has been met AFAIK. It should stay in effect during the "Commercial Life of the Game", aka as long as CIG keeps selling SC to people.
It's really sad that so few engines have 64-bit double precision support.
Unity, Unreal, and Xenko have no support for it. I submitted a proposal (including some code!) to Unreal and Xenko, and all said no.
CryEngine, Lumberyard, and Godot have partially complete support. It's not a priority for the CryEngine team because, as one CryEngine dev stated: "Star Citizen doesn't target as wide a set of hardware as CRYENGINE itself does, so this is not a generic fix, unfortunately."
Unigine does support it, but I think it's more targeted at simulators.
Most double precision games just have their own engine. For example: Minecraft, Space Engineers, and of course Star Citizen has modified CryEngine and Lumberyard for this.
For what it's worth, Crytek asserts the ocean issue you reference was a problem that came up only in wireframe view, and was culled from normal gameplay. Source
> Also, wireframe mode has no culling - you can see everything behind anything in wireframe mode, including the ocean. It doesn't necessarily mean you can see these things in normal mode.
I don't think UWP adds any overhead because it's just a container. DX11 also outperforms DX12 outside of UWP such as in this CryEngine sample project. The only real loss in performance from UWP should otherwise be due to forced vsync.
People also focus too much on framerate where they should be looking at utilization. The above engine example runs a few frames slower in DX12 but CPU utilization also drops by 20%.
Microsoft supports game developers how is that unfair? Microsoft's vscode is probably the best option right now for ue4 and unity3d with Linux. Unity3d use to have Monodevelop that said Novel now it's say's Microsoft. Did Microsoft force Novel's hand? The Linux community needs to have solutions for game developers. https://www.cryengine.com/news/meet-the-team-michael-bosschert-c-programmer-for-cryengine
We need to have solutions for problems.
Microsoft buy's game studios. What did Valve buy? Firewatch Developer Campo Santo. Valve needs to buy more studio's
Valve has hired developers to work on Mesa and a fix for dying Light and dead island. for radeonsi. Gog sells Dying Light... drm free...
I bought dead Island and Dying Light on steam and I now that Valve will soon have a fix for radeonsi.
> Are there really all that many ? Popular examples that allow commercial use for free (or are libre) ?
Unity is free for commercial use until you start making > $100k/year
Unreal Engine 4 is free until $3k/quarter and then it is 5% royalties
Cryengine is entirely free in cost
The latter two even give you source access and all three have or will soon have a Vulkan backend.
Anyways: I would consider using CryEngine. They have mostly everything you could wish for, without vendor specific stuff like PhysX. And you have full source access now, basically for free (pay what you want).
I'm just speculating, but this might have to do that there is no full support for the Vulcan API for the Cryengine yet. If I interpret the roadmap correctly, support for Vulcan is due in spring 2020
There are things like cloud based ray tracing (https://www.hadean.com/blog/cloud-based-ray-tracing-what-is-it-and-how-does-it-work), though I'm not sure if it would work with current technology at this point.
However, CRYENGINE put out a head-scratching demo last year showing that software ray tracing is indeed possible without dedicated silicon (https://www.cryengine.com/news/view/how-we-made-neon-noir-ray-traced-reflections-in-cryengine-and-more).
Digital Foundry did an analysis (https://youtu.be/efOR92n9mms) and showed it's an creative way to give the perception of ray tracing with some cool tricks.
Honestly, do we really think that ray tracing will be a defining feature by which some game will be judged? There are tons of ways to achieve photorealism and ray tracing is just one of them. In the long term hardware will pick up and this will be more standardized.
I'm more excited about what cloud as a platform allows publishers to achieve. Things like making streaming the norm (and how friends will be able to play together because of that - I'd love to fire up YouTube and see what my pal is playing on the other side of the world, while I play something else and they see it too. No complicated gear required, just the press of a button and a second screen + voice chat), or state share and the new game modes it unlocks, or having multiplayer games with thousands of players, or how creators will be able to use crowd play to massively change the way challenges happen (creator A challenges creator B and both communities clash in an epic Division 2 battle or whatever).
In the grand scheme of things ray tracing (and the overfascination with photorealism) seems just too small and a marketing stunt about something that doesn't really radically change the industry.
tldr: ray tracing will become the norm at some point, there are more things to be excited about now.
The Crysis tessellation argument was debunked long ago by Crytek devs: https://www.cryengine.com/community/viewtopic.php?f=355&t=80565
Essentially, in wireframe mode you see the level as if the tessellation were always as if you were an inch away from it and stops all culling.
It's specifically not allowed for architecture use. https://www.cryengine.com/get-cryengine/eaas-eula
(Note: That is the license for the old subscription version, but I've seen elsewhere that license is the same for the new "free" model)
CryEngine will support software raytracing and does support Stadia already. Doubt it will come close to hardware accelerated ray tracing, but Stadia meets the hardware requirements for Cryteks software ray tracing solution. (Right now still DX11, but Vulkan / DX12 support should follow soon and also more raytracing features) Still a long way though.
https://www.cryengine.com/news/view/ray-tracing-for-everyone-neon-noir-benchmark-tool-released
https://www.eurogamer.net/articles/digitalfoundry-2019-crytek-neon-noir-software-ray-tracing-tested
I see this sentiment a lot on this subreddit, but I'm afraid it's wishful thinking. Ray-tracing is a pretty big deal. The video game developers (including veterans) I follow on Twitter where all quite enthusiastic about the potential simplifications of game development in long term, as ray-tracing is much simpler to implement than all the current trickery.
The only thing that has withheld the mainstream use of the technique so far is performance. And while technically any hardware with lots of (parallel) processing power will be able to do this, custom circuitry will always be faster. It's why we have so many instruction sets, why we have FPGA's, and why crypto-mining ASIC's exist.
Crytek has done a more in-depth explanation of their technique, in which they explain exactly my point:
>Broadly speaking, RTX will not allow new features in CRYENGINE, but it will enable better performance and more details.
​
Both as an investor and as a consumer I want AMD to succeed. But I do believe they will need their own ray-tracing acceleration to compete with Nvidia eventually. Not anytime soon, but in a few years. So I hope AMD will have something that's been through a few development iterations by then, thus I also hope they'll have some first-gen stuff ASAP.
Didn't Cytek already said their implementation of ray tracing would also run significantly better on RTX cards?
If I am remembering correctly, the demo they showed was on Vega 56 running @1080p @ 30FPS (and was half-screen ray-tracing RT). They later said they could achieve 60FPS @4K with RTX cards with full-screen ray-tracing.
Edit; Found the article;
https://www.cryengine.com/news/how-we-made-neon-noir-ray-traced-reflections-in-cryengine-and-more#
https://www.techspot.com/news/80004-performance-details-behind-crytek-rtx-free-neon-noir.html
However much you're betting, I'll have it! A friend of mine is a sysadmin for a scientific computing cluster. He also happens to be a gamer, who (i presume) tests his home system with crysis as well. He used the standardized crysis benchmarking tool to get an idea of the comparison with consumer hardware. About 5000 instances in parallel. The tool can be found here: https://www.cryengine.com/community_archive/viewtopic.php?f=41&t=11164
There was a higher resolution texture pack released for it as well: https://www.cryengine.com/community_archive/viewtopic.php?f=308&t=132920
Edit: whoops that's a mod! Maybe I'm just thinking of Crysis 2 DX11 pack...
well there is always a possibility since Far Cry 5 will be ONLY released on PC, PS4 and XBOX ONE so they can do alot more stuff that in older generation allowed them and since Far Cry (1) was using Cry Engine i wouldnt be suprised. -Info about Cry Engine: https://en.wikipedia.org/wiki/CryEngine -Link to Cry Engines site: https://www.cryengine.com/
There are a bunch of beginner tutorials on our website if you want to get started. We released over 100 tutorials ourselves in the past 6 months to help everybody getting into the new engine release. You can find them all on our YouTube channel. We also feature playlists with fan made tutorials. You can always suggest what you would like to see next! We'll try to add it to the list.
iOS support is planned - it's on the R&D section on the roadmap. No ETA so far, sadly, but we are planning to support all systems on the long run! Thank you for being so loyal - we know there are many Mac users who still would prefer to work with CRYENGINE. We hear you and your support is appreciated.
The latest version is available on a pay-what-you-like plan.
https://www.cryengine.com/get-cryengine
No idea how. Maybe they got enough development advice from CIG that they had minimal outlay in building it...
Seems like you have a row of problems with your CryEngine installation :) I'd uninstall the whole thing, then check your specs here. Disable your anti-virus/firewall and update your windows installation. Also, you might need to update your drivers. Then try to install it again. If it shouldn't work, you should grab your logs (if there are any) and contact the support in the official cryengine forum.
EDIT: Also be sure that you install your engine and create your project in a folder where you have enough access rights
Good luck!
here what they state in terms of licencing:
>The license is basically you can use the engine for free with no royalties. Our model is Pay What You Want: https://www.cryengine.com/get-cryengine
>Basically you pay whatever you want, if you want, and have a choice of how much of that goes to the developers and how much goes to an Indie Fund that we use to fund indie projects that use the engine.
>We also offer “Insider Memberships” (https://www.cryengine.com/get-cryeng…rvice-packages) for studios that want some closer support from us, trainings, etc.
>Those interested can download the source code for CRYENGINE
>As Crytek claimed:
> We have today released engine source code of CRYENGINE (latest build being last week’s 5.1) on GitHub
>The GitHub release today is new, but we announced at GDC back in March that we would release full engine source code under our new “Pay What You Want” business model Commercial games: If you so chose, you can take the engine and make a full commercial game for free, yes. There are no royalties or obligations towards CRYENGINE, though contributions to the engine’s development and/ or our Indie Development Fund are more than welcome
>EULA: I usually give ESRB ratings as an example. If your game would get a “M” (or 18 in Europe), it is fine. If there is content that would require it to be rated “Adult’s Only”, chances are it violates our EULA. Licensees: There are more indie developers than ever using CE for their games these days, and also some unannounced titles from larger companies…
From their license terms:
> Without limitation, Licensee shall not:
> * distribute, sublicense or exploit in any other form: > * the CryEngine (except for the Redistributables), e.g. as a stand-alone development engine; > * the CryEngine Documentation; > * the CryEngine Tools;
I don't know if the source code itself is licensed any differently, but you may be right about this.
can someone maybe upload the launcher somewhere? i cant get past the registration on the website so i cant download it from there, but i have an old account on there so maybe i can sign in on the launcher
edit : nvm i found a link to bypass the registration, here it is if anyone wants it https://www.cryengine.com/get-cryengine/thank-you
edit 2 : welp, didnt matter.. now i just get "Login failed. Server not reachable" in the launcher
I have very high hopes for Godot. Besides, if you're the sole developer of a side project, you don't want to use what the AAA titles use. Have you seen the length of the credits on those things? Might as well give the cryengine a go, get yourself a license to speed tree, etc lol
Another possible reason - from their EULA
> 1.6. “Game(s)”: an interactive product for a certain Platform (which might have CRYENGINE Assets embedded) in object code form including the CRYENGINE Redistributables for the sole purpose of entertainment, developed and compiled by using the CRYENGINE pursuant to its documentation. Under this Agreement the following will not be considered Games:
>
>military projects;
>
>gambling;
>
>simulation (technical, scientific, other);
>
>science;
>
>architecture;
>
>pornography;
>
>Serious Games.
Crytek release a 'Neon Noir' tech/bench demo which you can download for free and have a look.
The computationally-expensive part of raytracing is calculating the intersections between rays and the scene geometry. RDNA2 (and Nvidia's RTX cards) have dedicated hardware specifically designed to do those calculations as fast as possible.
You could do those calculations in a regular compute shader (see Nvidia's RT support on pre-rtx cards, and Crytek's Neon Noir demo), but that's significantly slower than using dedicated hardware. You could even do it on the CPU (it's just math, after all), but that would be even slower.
> but i can not get a definitive answer anywhere
That's because the answer is no. Though that's not correct either. Of course it can do raytracing, it's just math after all, simply put. Two examples of that would be Minecraft with Seus PTGI shaders or Crytek's Neon Noir RT demo
What it doesn't have is extra hardware that accelerates certain aspects of raytracing calculations, like Nvidia does with their RTX GPUs.
You can try it yourself: https://www.cryengine.com/marketplace/product/neon-noir# (plus more info)
What I wonder is how well it'll fare in the inevitable comparisons it'll have, obviously versus 2007 Crysis, but also in terms of tech against current Nvidia ray-tracing, current non-raytraced lighting systems, and in the near future AMD PC and console GPUs capable of ray-tracing acceleration, plus Nvidia's second generation. The way I see it they need their tech to be a significant step up for current AMD/old Nvidia GPUs and show it as a practical way (doesn't tank the framerate) to get a much prettier game, but that advantage might be short-lived.
To add on to what mattinm said, per the write-up [here](https://www.cryengine.com/news/view/how-we-made-neon-noir-ray-traced-reflections-in-cryengine-and-more#), there's limitations in resolution and in how dynamic the lighting can be (since more often than not they're using either voxel cone tracing, or a combination of cone tracing with ray tracing).
From their newspost in May about this demo:
>Neon Noir is a research and development project, but ray-traced reflections will come to the engine by the end of the year. There are, of course, many applications for ray tracing like ambient occlusion or soft shadows, but we currently focus on using this feature for very reflective surfaces.
So it seem this is reflections only. As for how the performance is achieved:
>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.
So it's reflections-only, and with non-ultra setting the reflections are renderd at half the display resolution.
CRYENGINE has C# availability. It was used for the Crysis and Far Cry series
It's free to use, but you pay 5% royalties on your games (after the first $5k per year).
and it runs 1080p 30fps on a 10.5 TFLOP card. https://www.cryengine.com/news/how-we-made-neon-noir-ray-traced-reflections-in-cryengine-and-more#
toss in +25% for RDNA. then lets say they release a Navi card with 64CUs so jump performance by another +15% and you get. 1.4375% better performance than the VEGA56? thats not even good enough for 1440p 30FPS or 1080p 60FPS.
AMD will add accelerators we already know this, there is no free lunch, crytech says as much in their blog post
> However, RTX will allow the effects to run at a higher resolution. At the moment on GTX 1080, we usually compute reflections and refractions at half-screen resolution. RTX will probably allow full-screen 4k resolution. It will also help us to have more dynamic elements in the scene, whereas currently, we have some limitations. Broadly speaking, RTX will not allow new features in CRYENGINE, but it will enable better performance and more details.
If it counts, her last appearance was in 2017 as a skin for Nyx, in Quake Live.
They tried to bring her back, in 2013, as part of CryEngine tech demo Project Phoenix.
Sadly, you can not use models with skeletons they weren't made for. Unless you're one of the very few capable of ripping the models from the game, re-rigging them, and then getting them to load as custom 3D assets, that aint gonna happen.
Yah, you could replace the Carno's texture with the Salamanders - but thats only going to affect its paintjob, nothing about the model.
And since the texture mapping between the two is gonna be completely different, thats gonna be a a lot of work still. You're most likely gonna have to edit / redraw everything from the diffuse to the normal maps by hand. Its not impossible, but its potentially a shit ton of work. Also I believe some assets don't allow for custom normal mapping and custom alphas / texture transparency, at least thats how it was in WH1, maybe people found a way arround that by now.
Reminds me of when Crytek released a demo for CryEngine which uses real-time ray tracing that ran on a Vega 56. Nvidia announced right after that it'll come to GTX cards too, which makes RTX prices even more ridiculous, especially since they haven't decreased the prices for Pascal GPUs.
Hopefully AMD finally gives them competition like they're giving Intel.
I think you meant this (https://www.cryengine.com/community_archive/viewtopic.php?f=41&t=27058) stand-alone mod for DSG1 silencer, but unfortunately the links are dead.
But I'd recommend you to use this mod - I myself use it, there are really nice weapons and DSG1 shot sounds way better than normal one.
> here is a CryTek moderator confirming that there is no Scaleform in LY
Yes there is no ScaleForm in LY because they never aquiered a licence for it and Autodesk is very restrictive after 2013 to give them out, there is a license to use it in Cry3 but thats all.
You have to realise that this is not a simple flash player add on it is a lightweight flash player which streams propietary neccessary data to the game client as needed.
Holy shit! And here is a CryTek moderator confirming that there is no Scaleform in LY. I think you just cracked this case right open.
I'll be bookmarking it and rubbing it in the faces of certain people as needed.
> If any super-sekrit CryEngine code was shown during Bugsmashers CryTek would also have to prove actual damages on how those snippets of code being allegedly shown actually damaged the company (unless those snippets are deemed Fair Use and thrown out).
Isn't Cryengine SDK basically available for anyone to use?
"The most powerful game development platform is now available to everyone." "Full source code. All features."
In particular Unity is really the most proprietary out of all game engines. It's close-sourced (meaning you can't really fix engine bugs) with a pretty restrictive ToS as we can see here.
Unreal, even though it's proprietary, provides full source code access and doesn't retroactively change the ToS on you. This means even if you have a fallout with Epic, you can probably still ship and maintain existing games by fixing / improving the old version of the engine yourself.
CryEngine is also proprietary but with full source access, and their license seems to at least protect you if you have a game registered already.
Godot, of course, is open-sourced under MIT license.
When I worked with a custom game engine before we constantly got flak for not using a commercial one like Unity. I'm not saying that using your own code is always the solution, but there are pros and cons to things and not being in control of your destiny is definitely a cons to using something like Unity.
Crysis 2 was not overly tesselated. The techreport article which first brought the issue up was debunked by a CryTek developer. This being the internet, everybody saw the article and nobody saw the response. Here's a link with more info: https://www.cryengine.com/community_archive/viewtopic.php?f=355&t=80565
I do agree a lot of the guides are outdated, but I think for beginners like us it still helps the concept form.
Also it does not appear that FlowGraph will go away.
"Flowgraphs are great for level scripting, Schematyc is designed to provide more finite control of the objects within those levels."
https://www.cryengine.com/community_archive/viewtopic.php?f=328&t=135747
*Nice Succulents BTW Dude!*
Hello! I am in the same situation.
I have been looking around and their website does appear to have the most "beginner" information available. I have been reading their manual to get a better understanding of the tools. They also have video tutorials including the needed files.
I know we are both kicking pebbles around to understand how a mountain works. Take your time absorb the material. Sit down at night and follow a few tutorials on their website. This will definitely be a self taught process, but if you want your game to be alive you will get there.
CRYENGINE V TRAINING https://www.cryengine.com/tutorials Here is a link to their video tutorials.
BEGINNER'S GUIDE http://docs.cryengine.com/pages/viewpage.action?pageId=23309368
Here is a link to the documents page I found from them. First paragraph in here sums it up perfectly.
"If you haven't used the CRYENGINE Sandbox before, starting to use it may be a little daunting. There are numerous menus, windows and tools to choose from, so it may not be obvious where to start."
https://www.cryengine.com/community_archive/viewtopic.php?f=321&t=75887 Historical map sizes for Cryengine.
https://www.gamersnexus.net/gg/2622-star-citizen-sean-tracy-64bit-engine-tech-edge-blending
The amount of game modding I have done over the years for myself.
The engine itself is public, they won't win this part: https://www.cryengine.com/user/registration
see under features: full source code and since Lumberyard is CryEngine with AWS and also provides the source... I don't know how they call it 'sharing' of 'proprietary' information
you can literally get the whole thing and see it
Basically it allows for a lot more World space but also more precision within it. As you move further away from the 0,0,0 origin, the maths becomes less accurate, leading to precision problems. It's like drawing a level line between 2 close points - if those 2 points are close together then your line might look fine, but if you extend that line out then you soon find it's not as level as you thought it was. What is a small precision error becomes a big precision error when multiplied over distance.
This forum answer here describes some of the effects that another game developer noticed when he reached the limits of 32 bit precision in his flight simulator. https://www.cryengine.com/community_archive/viewtopic.php?f=355&t=130838#p1270280
Hey there,
regarding FBX supporter, try those video tutorials we have up: https://www.cryengine.com/news/cryengine-master-class-fbx-import We also have loads of other tutorials on YouTube if you need some more help. :)
Normally Im with you, but this isnt true. cryengine has been used for some benchmarks. It just isnt the gold standard, its much harder to use than UE4, requires a much more seasoned programming team and specific help on implementation is much easier to find using UE4.
Not saying CryEngine is bad, its just different and requires alot further understanding on everything. Most of which a dev team doesnt have time for.
Edit here is an example of a community run tool: https://www.cryengine.com/community_archive/viewtopic.php?f=41&t=11164
Crytek has been making some great additions to their engine: https://www.cryengine.com/roadmap
I get that CIG had to re-do a lot. It's just unfortunate that they can't integrate these changes to their current engine. CryEngine 5.4 will support the Vulkan API. I wonder when CIG will add that to Star Citizen.
Should never do? 32 bit floats are pretty ubiquitous when it comes to storing coordinates. Star Citizen switched to double precision (64 bits). Also millimeter accuracy isn't enough for games due to the lengthy transformation chains you might get with for example skeletal animations.
I mean, Cry Engine itself has an issue where the actual camera starts to shake when it's few kilometers away from the origin. https://www.cryengine.com/community_archive/viewtopic.php?f=355&t=107303
Then there's the game called "Squad" on UE 4 that also runs into these floating point issues, where the bullets of the guns don't go where the sight points when the player isn't at the center of the map.
Edit: Another example showcased with the shooter sample project that Epic made for UE 4: https://www.youtube.com/watch?v=Qkgju_7HZiA
Cryengine vulkan is on track for July release
https://www.cryengine.com/news/new-push-coming-to-github-ce-54-sneak-peek
Which, I think just leave FrostBite and Anvil as the "big" not-supported engine out there.
Reli2 by hawkeye puppy, if you can still find it. I recommend you either tweak the maps to reduce distance depth of field for this one or simply turn it off by using r_colorgradingdof 0. Doesn't work well at night time in DX10, which means you don't have access to particle lights (volume lights from sparks and explosions). However, it's the best looking mod by far in my opinion in either DX9 or DX10. It's bundled into this giant pack here: https://www.cryengine.com/community_archive/viewtopic.php?f=308&t=128644
Tactical expansion mod adds in a bunch of new guns and introduces bullet drop and penetration through environment. Penetration is pretty fun. http://www.moddb.com/mods/tactical-expansion-mod
The devs would have to code everything twice - for Windows and Mac. Since the amount of gamers that owns a Mac isn't that big, most devs don't bother.
Sure there are programs to port games to Macs. While I don't have experience with porting games, I have witnessed people trying to port Android apps to iOS (which is somehow similar). It failed horribly. :D In the end they gave up on the iOS version. Not sure if there is any program that lets you port games without having to correct a lot of things yourself.
Long story short: Not worth the effort.
As for this game: Seems like cryengine does not support Macs anyways.
No, just this portion of the game happens to be ina wooded area.
If you would like to know more on The Oracle, Recently I was interviewed by CryEngine and that can be found here:
https://www.cryengine.com/news/indie-development-fund-spotlight-the-oracle
or youtube here:
That stream was moved to Monday as we wanted to push out the 5.3 release, first, so people had more time to familiarize themselves with the new features. Sorry, my bad! :) But yes, stream. Come and watch Monday Dec 19 CET on the Crytek Twitch channel if you want to learn more about Schematyc and the new Asset Browser.
Yeah I have been giving feedback where I find glitches... Tbh im never sure if you get the messages? I posted here :
https://www.cryengine.com/community/viewtopic.php?f=369&t=132047&start=15
But as far as I can see no one is checking the thread? (I posted the last post on that thread)
> You may get more info at the #coding channel on the community chat: https://www.cryengine.com/community/viewtopic.php?f=126&t=130172
seconding this. There are very few Linux users around Cryengine, so very little discussion takes place concerning Linux support. If you join that channel and talk about what sort of output you're getting when trying to compile, you're much more likely to get it solved.
A reddit post with no info other than "i tried and it didn't work" won't get you much help in comparison.
Not sure the linux target compiles in 5.2 but every now and then a commit is being made that supposedly fixes some linux compile error. Also Crytek is switching to CMake currently which is supposed to have a working Linux target.
You may get more info at the #coding channel on the community chat: https://www.cryengine.com/community/viewtopic.php?f=126&t=130172
there's another called the "Baron Haussmann" demo
those are some screens i took in it.
Yes. They are freely available for private use and up to a certain point. That does not mean there are no royalties if you're selling a game, or no licensing costs likewise, especially if you're an established studio. They're free, but not, especially for stuff like this. Cryengine is not free if you're publishing a commercial game of certain scale. https://www.cryengine.com/get-cryengine/enterprise
Nor are the others. The only one that is completely genuinely free off the top of my head that's a fairly big engine is Amazon's Lumberyard (which is modified CryEngine 3. Long story.). I believe Source 2 might be also, if Valve ever eventually gets off their asses and makes it properly available.
Really?
I usually try not to be an ass, but please do some research before you post.
Cryengine editor has been available for download for years now. There are thousands of people that are capable of making and proofing simple assets of a sufficient quality that CIG would not have to spend much time at all on them.
Hey! that's a known issue and unfortunately, the only solution for this is to contact support atm. There's more info about it on the official forum in a master thread: https://www.cryengine.com/community/viewtopic.php?f=125&t=133573
Cryengine went fully free and sourcecode available. https://www.cryengine.com/get-cryengine
I don't know what licencing terms TRS committed to, or how much they modified the source coe that they don't want to let others see, but Steam Workshop support would be amazing
it is planned for mid-october 2016 only for CE5 https://www.cryengine.com/roadmap
A game to have Vulkan support, It needs some work from the Software house. conversion to a newer Game engine is possible but time consuming. The vanishing of Ethan Carter moved to UE4 but tooked time.
So, I've found the forum post for the "c++ entity" here:
https://www.cryengine.com/community/viewtopic.php?f=291&t=134214
Someone moved the tutorial to the wiki but didn't include the attachment and such...
Dear community. My team want to choose the game engine, Unreal, CryEngine and Unity is in our view field. But we are really unsure about licensing questions. Ofcourse we used Googel and official websites before the question, but have some questions.
Please correct me if I say something wrong.
Unreal is free to use, we can develop free, when we release the game we should pay 5% after the sellings reach 3000$ so 3000$ = we pay nothing, 4000$ we pay 50$, 10 000$ we pay 350$ etc.
Unity, we can download free, we can release the game free, and we have to pay nothing until the sales reach 100,000$. After we should pay 1500$ at once, or monthly subscription 35$/developer until we reach 200,000$ then we should pay 125$/developer/month. I'm unsure is the 1500$ payment is still possible, and I don't know how long we need to pay monthly? Untill we selling the game? So if we sell for 5$ then we should sell 7/month for 0 ernings? Pay at once is more likeable.
CryEngine is free to develop, after releasing we should pay 10$ month? (Still don't know for how long...) https://www.cryengine.com/get-cryengine/subscription And that 10$ is not sure, cause base membership is 50$/month https://www.cryengine.com/get-cryengine/service-packages
Please help me out with correct information. Maybe some datasheet will do it with updated information, because I know they changed they prices this year.
Thanks for you answer.
There's a lot that could be going on. Instead of creating a monsterous reddit reply chain, join #coding in the cryengine community slack. https://www.cryengine.com/community/viewtopic.php?f=126&t=130172
Also would just like to add that r/cryengine is there, as is slack chat if you need help: https://www.cryengine.com/community/viewtopic.php?f=126&t=130172
Finally, Crytek has done tons of great video tutorials lately:
Any game using VXGI or SVOTI/SVOGI yet? I imagine them running like shit but looking good
edit:
https://www.cryengine.com/community/viewtopic.php?f=309&t=131523#p1276221
just tried this demo in fullscreen 1080p and got 20-25fps with the lights turned on and 3 light bounces
What you suggest sounds quite good to be honest. 3dsmax & mudbox are widely used.
Just fyi, Unity has a free version that is quite nice as well.
Additionally, cryengine went totally free too last month; can get it here: https://www.cryengine.com/
And they've also released over 80 video tutorials recently and are continuing on that: https://vimeo.com/cryengine/videos
Disclaimer: Have been using Cryengine for a while. Also obviously UE4 is an amazing engine and I would recommend using either of the big 3.
I know this is pretty tangental to your comment. But it's my understanding that Cryengine is completely free now if you want it to be. From the site:
"CRYENGINE is now available as a Pay what you want service, allowing users to set their own price for it. If you like the service we provide, we suggest contributing to its ongoing development."
"Users can commercialize any games they develop using CRYENGINE as they choose, without being tied to any distribution platforms or middleware services."
"We firmly believe that the people benefiting from a game’s success should first and foremost be its creators. That’s why games developed with CRYENGINE are 100% royalty-free, no matter how much you earn."
The CONTENT EXAMPLES section in the video tutorial series is all the same Crytek trailer for CryEngine V.
Check the playlist and all the videos are the same 1 min 23 sec trailer.
Not sure if Uploader is aware or not.
when you create a project, you had to set a destination folder. Place .gcf (that's what models cryengine uses) in the asset folder for your project. You can also drop .pak files in that are collections of objects.
If you downloaded an asset pack from humble bundle, you can actually just decompress it and place the entire folder in your projects' asset folder.
You can see this process a bit on the cryengine tutorial here starting at about 3:30
I should be doing a super duper beginner tutorial soon, I'll cover that stuff.
> I need a train asset model... Does anyone know if that is included in the standard or HQ vehicle packs?
https://www.cryengine.com/marketplace/product/trainyard train is free, but you can use it only in Cryengine
Hmm, this is definitely an error related to GPU. Can you try running the sandboxlegacy.exe?
Also can you upload your game.log from your cryengine directory? It would help a lot finding out whats wrong.
https://www.cryengine.com/community/viewtopic.php?f=126&t=130172 Also you are welcome to join CE community slack chat.
> Can anyone confirm this? Not even the simplest example project? Just...empty editor?
https://www.cryengine.com/marketplace/product/cryengine-gamesdk-sample-project for free... it is just not bundled with engine package, but it is a nice TFPS example with lots of assets.
It's in the marketplace, https://www.cryengine.com/marketplace/product/sci-fi I haven't looked at all of the assets that came with the bundle. But the workflow that I have written here above is only for *.cgf files. *.cgf is only for static meshes. Read more info about file types here: http://docs.cryengine.com/display/SDKDOC2/Art+Asset+File+Types
Right now I'm trying to get foliage inside CE5, therefore I have downloaded the Plants & Shrubs pack. But there are only .fbx and targa files. The fbx you can import through the mesh importer under tools. The textures however are not supported by CE5. They should be .tif and you first have to convert them in photoshop. More info here: http://docs.cryengine.com/display/SDKDOC2/CryTIF+Plugin
The website is literally changing each time I look at it with more content, so I expect much more coming soon.
Watched this short batch this arvo and it's looking good: