PhyreEngine
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Amsterdam NL   25, Jun — 28, Jun
Los Angeles US   25, Jun — 28, Jun
Montreal CA   27, Jun — 1, Jul
Cambridge GB   28, Jun — 2, Jul
Guildford GB   29, Jun — 30, Jun
Latest comments
by Matthew Scenery.Melbourne
2 hours ago

Their website does say that you can pay per image at $1 per image. I am in the opposite boat though. I could see this having a very significant effect on photogrammetry but I would need to process a few thousand images at a time which would not be very feasible with their current pricing model

by Shaun
3 hours ago

OMFG....PLEEEEEEEEEEEEEEEASE!

To the developers. A very promising piece of software for a VFX supervisor like me. BUT, please reconsider your pricing tiers and introduce a per-image price. We are a pretty large facility, but I can only imagine needing about 1-10 images a month at the very most. It's like HDRI's - we buy them all the time, one at a time. They need to be individually billed so a producer can charge them against a particular job.

PhyreEngine
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PhyreEngine™ is a complete high performance multi-platform game engine, offering quick and easy development for both rapid prototyping and full production. The entire engine is provided as source making it easily customisable to meet your needs. It’s completely free to registered developers and licensed for usage on any platform. Used in over 200+ titles across a number of different of platforms, PhyreEngine™ has been successfully adopted by dozens of game studios around the world.

Features:

  • High performance engine optimized for PlayStation® platforms
  • State of the art rendering and post processing techniques
  • A level editor that enables Lua script-driven game creation with live in-game editing and playback
  • Full asset creation pipeline including COLLADA™ exporters for Autodesk® 3ds Max and Autodesk® Maya®
  • Easy extensibility: the whole runtime is supplied as source, and many features are extensible using dedicated APIs
  • A large set of sample and game templates, supplied with full source code and assets
  • Support for PlayStation®VR. Framerates of 90Hz and 120Hz are supported, both natively and with reprojection.
  • Excellent integration with middleware including support for Bullet and Havok™ physics engines, Scaleform®, Iggy, FMOD®, Recast Navigation and ImGui.
  • Excellent support provided by the development team themselves
  • Support for PlayStation®4, PlayStation®3, PlayStation®Vita, Windows (OpenGL® and DirectX 11), Google® Android™ and Apple® iOS
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