STORE COMMUNITY ABOUT SUPPORT
What this update lacks in amount of features, more than makes up for in fixes and optimizations. We already gave you a brief introduction to the UV Mapping Editor, one of the main stars in 3.8.3 but not the only big feature.
Character Attachment Merging (Shadows)
In CRYENGINE characters consist of many attachments, tied together via the skeleton. While this approach provides a lot of flexibility, it makes the rendering quite expensive as each part needs to be rendered individually. We optimized shadow rendering in a way where all attachments are merged into a set of large meshes which can be rendered with one draw call each.
UV Mapping Editor
The UV Mapping Editor provides easy and more powerful ways to define UVs of a designer object, very similar to what you could build in most DCC tools. We understand these tools can be difficult to learn, and simpler ones can’t accomplish the level of polish CRYENGINE users are accustomed to.
You can read the longer list of fixes and implementations here. For now, take a quick look at some of the important changes:
•New: Improved occlusion and indirect shadowing quality.
•New: Added two new Lightstyles (49/50) to simulate large and small open flame variations.
•Fixed: SplineDistributor can be hidden now.
•Fixed: New level - on creation, make an objectives.xml. Removes warnings in editor log.
•Fixed: Cubemap generation when SVOGI is in use.
•Fixed: CUIEntityTag first-frame flickering.
•Tweaked: Changed Vegetation Tool "UseSprites" checkbox to be unchecked by default. Sprites are no longer supported.
•Tweaked: only brushes need to notify the NavMesh of upcoming changes of their AABB.
Thanks for reading!
All the best,
The CRYENGINE team.
CRYENGINE 3.8.1 took the spotlight as our big update of the year so far, but today we bring you a few fixes and improvements for a smoother development process, and even more eye candy.
We feature an all-new DOF solution that fixes many of the edge bleeding artifacts of the previous implementation, while being more bandwidth-friendly and thus efficient at the same time. Also, our motion blur implementation uses a more sophisticated sample weighting scheme now which improves the quality of silhouettes at better performance. The motion blur amount is controlled now using real-world shutter speed settings!
Old DOF implementation (note the ghosting/silhouette around the characters)
New DOF implementation
We’re bringing more improvements to the voxel-based volumetric fog we introduced in 3.8.1. Voxel-based Volumetric Fog uses volume textures as a view-frustum-shaped voxel buffer to store the incoming light and properties of participating media. You will see a noticeable upgrade in the overall visual quality; particularly, flicker and ghosting artifacts were greatly reduced. Furthermore, optimizing and changing the process of the volumetric fog also contributed the improvements.
New feature: Octree
Octrees are a fairly well known search-optimized structure to store arbitrary data as long as it’s organized in a 3D space. These are used in a wide range of cases (most typically for rendering or physics simulation purposes) and we now provide you with a C++ template to implement your own octrees in a consistent and convenient way.
Procedural Vegetation Import Fix
The previous export/import of procedural vegetation was working properly in the Editor but didn’t apply the correct vegetation objects in the launcher. Now the correct vegetation objects are applied accurately on each layer when exporting to the game.
We also refactored the Visual Studio auto-detection in WAF, allowing solutions to be generated for Visual Studio 2013 and 2015. Thanks to our community member ‘sunnlok’ for his support with this in 3.8.1!
Last but not least, here’s a small sample of fixes we’ve implemented that are a direct response to your feedback on the forums, so thank you very much for that and keep them coming!
Fixed: Fixed non-HDR skyboxes when reverse depth is enabled.
Fixed: (Designer Tool) Not displaying cursor in "Done" status in Cylinder and Cone tools.
Fixed: (Designer Tool) Missing some polygons in a designer object from 3.5.8 when loading the designer object in 3.8.1.
Fixed: (Designer Tool) ResetXForm tool which didn't work on multiple selected objects.
Fixed: Procedural vegetation objects are no longer spawned on wrong layers.
Thanks for reading!
All the best,
The CRYENGINE team
“CRYENGINE is, for my money, the best looking and most full-featured engine currently available.”
Chris Roberts, Founder and CEO, Cloud Imperium Games
“It’s safe to say we literally could not have done this game with any other engine without a drastic reduction in the scope of our project; the size of our maps, the level of detail. We set out to make a world that was breathtaking to look at, and that’s what you see in-game. It’s a relationship we hope to grow in the future with more games!”
Turtle Rock Studios
“We looked at every major technology out there and CRYENGINE suits our needs perfectly.”
Martin Klima, Executive Producer, Warhorse Studios
The installation, use and/or access to this Product is subject to certain Crytek and Audiokinectic terms and conditions (Limited License Agreement For The Use Of The CryEngine As A Service For Games; EULA for Autodesk® Scaleform®; Audiokinetic End-User License Agreement (“EULA” Or “Agreement”) or Wwise®, Wwise Motion®, Soundseed ® And/Or Wwise Convolution™) which can be viewed by clicking here.
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