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Crytek has finally released the next full CryEngine upgrade, bringing tons of new features, including beta Vulkan API support, to the engine. You can now find the 5.4 update on the CryEngine along with additional information on the release.
Finally, the CryEngine users can make the most of the Vulkan support, though it is still listed as in beta. The Khronos Group’s cross-platform 3D graphics API has been helping game developers for some time now, contributing to the developments of titles like Dota 2 and Star Citizen.
The team has also added Allegorithmic’s Substance material authoring tool integrated directly into the Sandbox Editor. Crytek “internal teams have actively used Substance in their workflow” for some time now already.
What is more, the upgrade brings the Terrain System and Terrain Blending, a modular development tool called Entity Components, an Extended Detail Blending feature sourced from Robinson: The Journey, new C# templates, and more.
Here are some details from the team:
Both internally and externally we have seen the industry embrace the concept of harnessing procedural texture creation to extend the usage of individual assets. For some time now, our internal teams have actively used Substance in their workflow so it is a logical addition to be supported within our Sandbox Editor.
Substance Viewport Shader
Terrain System Upgrades
For many years now one of the most heavily requested upgrades to the Engine is that of the 3D Engine, and specifically the Terrain System. In 5.4 we have added several terrain features that allow for the blending and integration of separate objects into the terrain mesh. This dramatically extends the possibilities of current terrain editing tools, allowing for a much higher level of detail, overhangs, or terrain over the objects and therefore much greater flexibility.
Vulkan API Support [Beta]
Release 5.4 includes a beta version of the Vulkan renderer to accompany our DX12 implementation from last year. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage.
You can find the full breakdown here.