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cryengine.com
CryENGINE is a highly advanced development solution that surpasses all expectations for the creation of blockbuster games, movies, high-quality simulations, and interactive applications. With CRYENGINE, Crytek has a simple goal: to create the most powerful game engine in the industry and to give creators all across the globe the tools to harness this power to create world-class entertainment experiences.

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Visuals

Benchmark-setting Graphical performance, near-photorealism indoor and wide-open outdoor environments and extra-ordinary real-time special effects are some of the hallmarks of CRYENGINE technology. With CRYENGINE, scalability across multiple platforms is a further evolution to enable great looking games- regardless of the target platform.

Physically-Based Rendering

CRYENGINE’s Physically-Based Rendering model simulates the interaction between light and materials using real-world physics.

Replicating how light behaves in the real world leads to more natural and believable results and ensures that materials look plausible, regardless of the current lighting conditions. The result is greater consistency and a more immersive world.

A benefit of applying physically-based models is that fewer parameters are required to achieve effects, leading to a more streamlined and approachable content creation workflow.

Realistic Vegetation Rendering

Ryse and Crysis 3 both used of a mix of urban and natural environments, demanding more improvements to the already robust vegetation system in CRYENGINE. The improved vegetation system allows for massive amounts of vegetation to accurately reflect physical forces within the world. This feature introduces an immense amount of life to usually static scenes.

This technique can simulate down to individual blades of grass and interact with the player, AI, dynamic objects, explosions, and wind. Interactions such as these between rendering and physics systems are only possible due to the unique all-in-one nature of CRYENGINE.

Real-Time Dynamic Water Caustics

CRYENGINE water volumes and rivers support a unified caustics approach. These capture 1:1 caustics from the water surface, which combine with water ripples from objects interacting with the water to create an astonishingly believable effect.

Real-time local reflections

Reflections are one of the biggest challenges to render in real-time, particularly for engines with deferred rendering. CRYENGINE introduces a new method: Real-Time Local Reflections (RLR).

RLR approximates ray-traced HDR reflections local to objects, which allows for any kind of surface in the scene to reflect its nearby surroundings efficiently in real-time.

Characters and Animations

CRYENGINE unites the most scalable, technically advanced animation and rendering systems to deliver astonishingly realistic characters for games in real-time. Creating believable, lifelike characters requires special effects and advanced shading features including:

  • Screen-space sub-surface scattering for all supported platforms
  • Lifelike iris parallax mapping for a truly realistic eye representation
  • New unified shaders for character shadows and hair

Parametric Skeletal Animation

By blending various default motions based on user-defined parameters, CRYENGINE delivers responsive, interactive and detailed control over skeletal animations. Characters in CRYENGINE navigate the environment and react on the fly to changes in motion, direction or speed by blending between animations to create a realistic representation of movement. 

Physicalized Character Customization

CRYENGINE has simplified the process of enhancing character models with physics-based simulated attachments to add more dynamics and details to your virtual characters. Enrich your characters with physics-based simulations and extend them by attaching ropes, cloths, and rigid accessories.

Their new simulation algorithms have been tailored specifically for efficient, stable and fast character processing to offer a high degree of realism at high frame rates. New, flexible collision proxies enable you to match your models more closely and offer realistic interactions with your characters – at high performance.

Procedural Motion Warping anD High-end IK Solutions

Procedural algorithms such as CC D-IK, analytic IK, example-based IK, or physical simulations, are used to augment pre-authored animations to avoid the typical computer-generated look. CRYENGINE’s scalable warping technique preserves the style and the content of the base motion, while fully taking into account constraints imposed by a highly interactive environment.

Complex Simulations (Geometry Cache)

A burning ship © Crytek, 2015

CRYENGINE supports the storing and playback of complex simulated geometry using point caching techniques, first developed for animated movies. This approach normally results in data of unmanageable size, but CRYENGINE technology reduces this to 10% of the original file size.

The interpreted ‘GeomCache’ renders as efficiently as static geometry, with Lossy-to-Lossless compression, instancing support, streaming and buffered playback all possible.

No engine-specific markup is required, allowing developers to iterate faster and focus on the quality of the art, rather than the process of getting the art into their game.

Cryengine Sandbox

CRYENGINE Sandbox gives developers full control over their multi-platform creations in real-time, featuring an array of efficient tools that enable the fastest iteration during the development of game worlds for consoles, PC, Linux and mobile devices.

Features of a CRYENGINE game can be produced, edited and played immediately with the “What You See Is What You Play” (WYSIWYP) system. The new CRYENGINE deals with the instant conversion and optimization of assets in real-time, enabling cross-platform changes to all elements of game creation. This increases the speed and quality of development, while significantly reducing risk when creating multi-platform games.

Flow Graph

CRYENGINE’s simple yet powerful visual scripting system gives users an intuitive interface to create and control game logic and events.

With the added workflow improvements of real-time debugging, breakpoints and modules, the user can focus their energy on iterating and improving gameplay.

Learn more here: Flowgraph Documentation.

Trackview Cinematic Editor

The TrackView Editor is an embedded cutscene editing tool for making interactive movie sequences with time-dependent control over objects and events. Creating cinematic or scripted events is easy, allowing the user to sequence objects, animations and sounds in the scene.

Learn more here: Trackview Documentation

Material Editor

The Material Editor is used to interact with and modify materials that have been created in a Digital Content Creation (DCC) tool. You can apply textures to various types of objects and terrain. Users can also apply shaders and adjust Material parameters and properties from with the editor.

CryengineRecent articles

CryEngine 5.7 Released

The new version features Scaleform 4, Visual Studio 2022 support, and some other improvements.

Crysis Remastered Trilogy Announced

Remastered versions of the second and the third part will launch in fall 2021.

Making a Victorian Room in CryEngine

Caspar Helling and Verena Gruse discussed the way they approached their collab project: preparation, asset production, texturing, setting up the lighting, experience with CryEngine, and more.

Winter Environment in UE4: Assets, Plants, Lighting

Evgeniy Vegera shared the experience of taking the Organic World Building course with Anthony Vaccaro at CGMA and talked about his scene made in UE4.

Details on the Future of CRYENGINE

Crytek has presented the most recent variant of their roadmap.

A Real-Time Ray Tracing Demo for CRYENGINE

Crytek has released a new video demonstrating the results of a CRYENGINE research and development project.

Improbable & Crytek Team Up

Improbable and Crytek have shared a new blog post which discusses how the companies are partnering.

CRYENGINE 5.5 Available

The latest update brings over 1000 fixes, changes, improvements, and features since the team’s last major release.

Environment Production: From CryEngine to UE4

Joel Westman talked about his incredible City Back Alley initially started in CryEngine but later moved to UE4 and his experience with Substance Designer.

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