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CryENGINE® 3 - Specifications

CryENGINE®3: The Complete Game Development Solution

CryENGINE®3 is the first Xbox 360™, PlayStation®3, MMO, DX9, DX10 and DX11 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE®3, you can start the development of your next-generation games today.

CryENGINE®3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. This complete game engine suite includes the famous CryENGINE®3 Sandbox™ editor, a production-proven, third-generation tool suite designed and built by AAA developers. CryENGINE®3 delivers everything you need to create your AAA games.


CryENGINE® 3 Maximum Support – Delivered to Your Door

Crytek will set the benchmark for engine support, delivering the best experience to developers to match the players’ experience of a CryENGINE®3 game!

Real Developers, Real Support

CryENGINE®3 support is delivered by a combination of our development, R&D teams and our specialist support team. Our support team is staffed by experienced Crytek game developers, lending their expertise of developing with CryENGINE®3 Sandbox™ and CryENGINE® to our licensees. Crytek’s support team also develops technology and assets for licensees and Crytek’s game teams, to ensure  direct experience of developing content for the latest features in CryENGINE®3.

Extensive Training

Initially, licensees are offered the Crytek “Start Up” training week – delivered at the developers’ own  studio. This training is carried out by a specialist team of all-rounders from Crytek, to accelerate the  initial use of the engine and ensure that the development project starts on the right track and   prototyping can being rapidly. A further week of training is offered to licensees at Crytek’s HQ in Frankfurt, Germany. Licensees can spend a week at Crytek and literally be trained and work with the individual engineers who built CryENGINE® 3, enabling teams to utilise the full power of the engine at the lowest level.

Local Support

Through 2009 Crytek will establish local support facilities in all the major territories world-wide – US, China, Japan, UK and Korea, in addition to our HQ support centre in Frankfurt, Germany. This will  ensure local time-zone and local language support for all our licensees – wherever they are in the world.

Innovative Support Portal

The Crytek Knowledge Network is available to licensees via www.mycryengine.com; and delivers rapid response to all developers’ inquiries on using CryENGINE®3 technology.

Extensive Documentation & Tutorials
 
Crytek are constantly improving the documentation and information to assist developers in making new product on CryENGINE®3. Now basing our documentation style and structure on proven academic and scientific delivery methods, Crytek will set the benchmark for middleware documentation and training materials. The new documentation will be made available throughout 2010 and will be localised into Korean, Chinese and Japanese.

 

 


CryENGINE® 3 Sandbox™: The Ultimate Multi-Platform Toolset

CryENGINE®3 Sandbox™ gives developers full control over their multi-platform creations in real-time. It features many improved efficiency tools to enable the fastest development of game environments and game-play available on PC, PlayStation®3 and Xbox 360™. Without exception, all features of CryENGINE®3 games can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system.

CryENGINE®3 also introduces CryENGINE®3 Live Create™. This allows developers to work with a single editor, but see and play the results in real-time on PC, PlayStation®3 and Xbox 360™, hooked up to a single dev PC. The engine takes care of the conversion and optimization of assets in real-time, enabling instant, cross-platform changes to any part of game creation and, as a result, materially increasing the speed and quality while significantly reducing the risk of multiplatform development.

BUILD GAMES FASTER, WITH HIGHER QUALITY

Simultaneous WYSIWYP on all Platforms

CryENGINE®3 SandboxTM now enables real-time editing of multi-platform game environments; simultaneously making changes across platforms from CryENGINE®3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE®3 SandboxTM and simultaneously play on multiple platforms vastly reduces the time it takes to build compelling content for cross-platform products.

Hot-Update for all Platforms

Designers can make changes to original art asset sources (from 3D DCC and 2D to animation and mocap) with CryENGINE®3 SandboxTM on PC, then CryENGINE®3 immediately and automatically converts, compresses and optimizes the content, updating the output to all supported platforms. Developers can see the effect of lighting, material and modeling changes within moments on any supported platform. Cross-platform development has never been so easy!

 

 


Integrated Vegetation and Terrain Cover Generation System
Integrated Vegetation and Terrain Cover Generation System
Dedicated Road Tool
Dedicated Road Tool
Deferred Lighting
Deferred Lighting
State-of-the-art Lighting & Shadows
State-of-the-art Lighting & Shadows
Volumetric, Layer & View Distance Fogging
Volumetric, Layer & View Distance Fogging
Normal and Parallax Occlusion Maps
Normal and Parallax Occlusion Maps
Screen Space Ambient Occlusion
Screen Space Ambient Occlusion
High Dynamic Range (HDR) Lighting
High Dynamic Range (HDR) Lighting
Depth of Field
Depth of Field

CryENGINE® 3: Next Generation Real-Time Graphics

The CryENGINE®3 renderer provides seamless support for both indoor and outdoor environments, on every current platform. Its multi-core and futureproof graphics technology ensure that CryENGINE®3 is next-gen ready. CryENGINE® technology is world-famous for its award-winning rendering and the CryENGINE®3 is no exception. The fastest high-end renderer in the world, it comes with a range of new features specifically designed for console platforms. Benchmark-setting graphical performance, near-photorealism in all kinds of indoor and wide-open outdoor environments and extraordinary real-time special effects are just some of the hallmarks of CryENGINE® technology.
With CryENGINE®3, scalability across multiple platforms is a revolutionary development that enables the creation of truly great-looking games – regardless of the target platform.

  • Flow Graph
    The simple visual editing system in CryENGINE®3 gives designers an intuitive interface to create and control events, triggers and other game logic. This lets them build complex levels without needing to write a single script.
  • Advanced terrain system with integrated voxel objects technology
    CryENGINE®3 features the only terrain tool system that enables the creation of stunning concave
    environmental features in real-time. This lets designers place overhanging cliffs, caves or tunnels
    seamlessly in each level.

  • Integrated Vegetation & Terrain Cover Generation System
    CryENGINE®3 vegetation behaves according to natural rules about the desirable and appropriate ground slope, surface altitude and appropriate plant density at run-time. Vegetation placement tools automatically create realistic, natural environments in a fraction of the time of traditional hand-placed systems, but still grant the freedom to position individual elements to achieve the perfect look.
  • Real Time Soft Particle System & Integrated FX Editor
    CryENGINE®3 simplifies the creation of extremely complex special effects – such as explosions, fire and smoke – using next-generation soft particles. These can be affected by collisions with other objects or forces such as wind or gravity, and can also interact with lights and shadows.
  • Dedicated Road & River Tools
    All worlds have a network of paths, roads and rivers, so CryENGINE®3 features a dedicated toolset to enable theinstantaneous smoothing and leveling of terrain and application of materials, based on the placement of roads andriver systems.
  • Dedicated Vehicle Creator
    The CryENGINE®3 vehicle toolset allows easy creation of any vehicle type, with intuitive control over all its characteristics. These include defining component damage and damage effects, passenger positions and functions, weapon hard-points and turrets, engine and physics parameters and even vehicle-specific special effects.

ACHIEVE YOUR VISION WITH SUPERIOR GRAPHICS

  • Multi-Core Support
    To get the most out of modern multi-core processor architectures, CPU-intensive subsystems of CryENGINE®3 – such as graphics, physics, AI, networking and sound – have been optimized to support multiple processors, including innovative support for PlayStation®3 SPU.
  • Real-time Dynamic Global Illumination
    CryENGINE®3 features a novel real-time dynamic global illumination solution, fully optimized for current and next-generation platforms. For the first time, without pre-computation or geometric limits, you can experience light-bounces, color bleeding and specular effects in a real-time game engine – unified for all static and dynamic objects.
  • Deferred Lighting
    The unique CryENGINE®3 deferred lighting solution allows the efficient rendering of a vast number of light sources with per-pixel shading. It can also considerably simplify engine performance tuning across multiple platforms.
  • Natural Lighting & Dynamic Soft Shadows
    CryENGINE®3 features near-reality natural lighting at a low cost on multiple platforms, and creates soft shadows that dynamically respond to natural movements in real time. High-resolution, perspective correct and volumetric smooth-shadow implementations are also included in CryENGINE®3.
  • Volumetric, Layer & View Distance Fogging
    Clouds, smoke, visible gases and fog banks are all rendered realistically. This allows physical phenomena – such as ground-hugging, realistic reduction in visibility and contrast or interaction with dynamic lights and shadows – to be displayed.Normal Maps & Parallax Occlusion Maps
    CryENGINE®3 includes parallax occlusion mapping for all supported platforms. This gives a sense of depth to a surface texture applied to a polygon and achieves realistic levels of detail – such as on the relief surface structure of a brick wall or a cobblestone street – without needing hi-poly models. 
  • Screen Space Ambient Occlusion
    First pioneered by Crytek in 2005 and now used in most high-quality graphics engines, SSAO provides a real-time simulation of ambient light occlusion, allowing the real darkening of edges and corners as in the natural world. This high-performance solution creates a low overhead on all platforms, with a very high-quality result. CryENGINE®3 provides improved visual functionality alongside the fastest implementation of SSAO available on Xbox 360TM, PlayStation®3 and PC.
  • Uber Shader Technology
    CryENGINE®3 shaders are written once in a high-level language, then compiled automatically to each platform. The shader output is optimized based on the artists’ settings and the 3D environment in which the shader is used. This creates unique, high-performance effects, such as “cloaking” or wet, muddy and frozen surfaces, which can be layered together and combined with other shaders such as metal, glass and a full range of similar visual effects. CryENGINE®3 supports real-time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate effects including windows, bullet holes and shiny surfaces. It also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology lets CryENGINE®3 avoid the traditional shortcomings of solely using uber shaders.
  • Eye Adaptation & High Dynamic Range (HDR) Lighting
    Eye adaptation is used to simulate the human eye’s reaction to sudden or extreme changes in lighting conditions, such as a dark, indoor environment suddenly transitioning to a bright and sunny outdoor setting. HDR allows scenes with extreme brightness and contrast ranges to be more realistically rendered.
  • Pristine Motion Blur & Depth of Field
    Motion blur can be applied both to individual objects (object-based motion blur) and to an entire scene (screenbased
    motion blur), while depth-of-field effects can be defined easily with the multi-platform WYSIWYP editor. CryENGINE®3 now implements the highest quality for these effects at a low cost, across all supported platforms.

 

 


Character Animation System
Character Animation System
Parametric Skeletal Animation
Parametric Skeletal Animation
Procedural Motion Warping & High-End IK
Procedural Motion Warping & High-End IK
Subsurface Scattering
Subsurface Scattering

CryENGINE® 3 Realistic Characters

Characters and faces are becoming features of almost all modern AAA titles, and Crytek is in the vanguard of the quest to achieve realistic individuals in real- time graphics, as demonstrated in Crysis®. CryENGINE®3 brings together the most technically advanced, integrated and scalable animation and graphics technology to deliver astonishingly real characters to cross-platform games, at no extra licensing cost.

CREATE CONVINCING, LIFELIKE CHARACTERS

  • Character Animation System
    The new character animation system considerably raises the standard of the art in real-time characteranimation. A dedicated character editor lets designers preview animations inside CryENGINE®3 Sandbox™ across all supported platforms, while the powerful animation tools allow animators to visually define the states and transitions of a character to ensure realism is achieved in concert with aesthetic quality.
  • Character Individualization System
    CryENGINE®3 uses an innovative attachment system that lets skinned, animated, or physicalized elements be attached to the skeleton or mesh of a character. With this system, it's even possible to replace entire body parts such as heads, hands or the upper and lower body in real-time. A multiplatform, hardware-based, shape-deformation system also allows flexible variation of the character meshes, supporting manual and procedural generation to ensure a small memory footprint. An additional variation system based on shaders can be used for dirt and decals for clothes, as well as war paint, tattoos and camouflage for skin.
  • Parametric Skeletal Animation
    By blending example-motions based on user-defined parameters, CryENGINE®3 delivers responsive and interactive control over a character, with a focus on believability. Characters in CryENGINE®3 can follow paths where the direction and speed changes smoothly or suddenly, move up or downhill and react to changing scenarios on-the-fly – blending animations to create representation of movement that's believable and realistic, yet dynamic and game-controlled.

  • Procedural Motion Warping & High-End IK Solutions
    Procedural algorithms such as CCD-IK, analytic IK, examplebased IK or physical simulations are all used to augment pre-authored animations to avoid the typical computergenerated look that is often seen when combining artificial and captured animations. The CryENGINE®3 scalable, cross-platform warping technique preserves the style and the content of the base motion, despite the transformations complying with the ever-changing constraints.

  • Unique Dedicated Facial Animation Editor
    The powerful facial animation editing tool within CryENGINE®3 SandboxTM uses audio waveform analysis technology to extract phonemes (and other key features of speech) to animate facial features and provide convincing lip-sync. The sophisticated yet convenient user interface allows expressions to be defined and combined, then animated quickly and intuitively to multiple models across multiple platforms. The CryENGINE®3 video tracking tool first captures movements from an actor’s face. These movements are then transferred directly to the facial model in the editor, where the expressions can be combined with the lip sync and/or further edited by an animator.

  • Subsurface Scattering
    This unique tool simulates the diffusion and diffraction of light transmitted through translucent objects like ice or jade. The CryENGINE®3 unified solution can be used on in-game assets such as trees and plants, or to create realistic human skin.

 

 


Natural World Effects
Natural World Effects
CGI Quality Time of Day System
CGI Quality Time of Day System
High Quality 3D Water
High Quality 3D Water
Dynamic Volumetric Light Beams & Light Shaft Effects
Dynamic Volumetric Light Beams & Light Shaft Effects
Interactive & Destructible Environments
Interactive & Destructible Environments
Advanced Rope Physics
Advanced Rope Physics

Advanced Modular AI System

Realistically rendered and animated characters require state-of-the-art AI systems to respond intelligently to the game environment and maintain the illusion of realism. CryENGINE®3 features powerful, scalable and flexible AI technology that handles character behaviors with modular sensory systems (such as sight and hearing) and supports the complex requirements of the locomotion system. AI in CryENGINE®3 requires no additional middleware and is fully integrated for your game within CryENGINE®3 SandboxTM, with WYSIWYP functionality on all platforms.

  • Designer-Friendly AI Editing System
    CryENGINE®3 SandboxTM lets designers control basic AI behaviors using the flow-graph visual scripting system, placing most AI gameplay control in their hands. Simple LUA scripting enhances the variability of these behaviors, creating more complex AI responses and even extending state machine performance. This combination of systems enables the creation of any AI behavior through an extremely simple WYSIWYP pipeline.
  • Dynamic Path Finding
    Advanced 2D and 3D algorithms allow the AI navigation paths to be modified in real-time in response to events which may create, modify or destroy existing paths – a critical feature for creating believable AI in a highly interactive and destructible environment.
  • Automated Layer Nagivation Mesh Generation
    CryENGINE®3 features an automated navigation mesh generation for AI pathfinding that's unlike most waypoint-based systems, creating paths and information about the vicinity. The system is unified for indoor and outdoor areas and generated automatically, within volumes placed by designers. Generated nav-mesh supports multi-storey surfaces (such as floors in a building), special moves (jumps, climbing) and adapts itself in real-time to dynamic obstacles.


CryENGINE®3 VIVID INTERACTIVE WORLDS

CryENGINE®2 introduced incredibly interactive photo-realistic worlds, with huge natural environments that responded to player input and game events as if in the real world. From naturally frozen nature to fully destructible vegetation and buildings, players saw the game world as near-real for the first time. CryENGINE®3 continues to raise the standard of interactive realism in worlds that are limited in size only by the development budget, thanks to intelligent
streaming of game data.

INVENT SPECTACULAR, BELIEVABLE WORLDS

  • Natural World Effects
    CryENGINE®3 features the most natural-looking environments available in real-time – adding enhanced natural lighting to its existing large-scale natural world representations.
  • Fully flexible time of day system
    The time of day changes dynamically during a game mission to reflect the position of the sun and moon, as well as lighting and atmospheric conditions over any predefined day/night cycle, from a foggy morning sunrise to a fiery sunset or a clear moonlit night. Create visually rich time-of-day simulation for your game world or its locations and achieve the most realistic or creatively surreal settings.
  • High Quality 3D Water
    Crytek has spearheaded the creation of realistic, real-time 3D water in games over the past 10 years with X-Isle, Far Cry® and Crysis®. CryENGINE®3 water and ocean surfaces can be modified according to wind and wave direction, generating soft shoreline effects automatically where the water meets the shore or bank, depending on the shoreline contour and water depth. In the same way, caustics simulation creates the most realistic-looking moving shadows and highlights in underwater environments that are available in real-time 3D.
  • Dynamic Volumetric Light Beams & Light Shaft Effects
    Designers can use these illumination effects to create visually stunning light beams and shadows when light intersects with solid, highly detailed geometry. They can also be utilized to generate god-ray phenomena in skies, on earth and through water.

  • Streaming
    Game levels rarely fit into the memory of most hardware platforms, so streaming content is often required. With the CryENGINE®3 scalable streaming solution, data is clustered for fast access, platform- specific features are utilized and data content is prepared and compressed for optimal streaming. CryENGINE®3 uses multiple CPUs and schedules access based on dynamic priorities to deliver an efficient and scalable multi-platform streaming solution.
  • Integrated Multi-threaded High Performance Physics Engine
    CryENGINE®3 physics can be applied to almost everything in a game world – including buildings, props, trees and vegetation – to model realistic reactions to forces such as wind currents, explosions, gravity, friction and collisions with other objects. All this can be done without the need for external middleware.
  • Interactive & Destructible Environments
    All environments in CryENGINE®3 can be dynamically physicalized, regardless of their nature (wood, steel, concrete, natural vegetation, cloth and soft body physics). This allows procedural destruction and deformation of as much of the
    environment as the game requires. All broken objects and parts can be interactive, with realistic properties such as mass or buoyancy applied to all kinds of debris.
  • Advanced Rope Physics
    Bendable vegetation that responds to wind, rain or character movement, realistically interactive rope bridges and physically driven creature tentacle animations are just some of the uses to which Crytek has put its rope physics technology.

 

 


Art Scene Budget Analyser
CPU Frame Time Analyser
Memory Map Analyser
Art Scene Budget Analyser
Polybump™
Memory Map Analyser
Hi-res offline rendering for any scene
Polybump™
Network audition with runtime profiling
Hi-res offline rendering for any scene

CryENGINE® 3 Achieve Your Vision At Maximum Speed

In 1999, Crytek started working with a new team on ambitious games that no existing technology could deliver. By concentrating our efforts on CryENGINE® as much as our games, we found that we improved as developers. Great tools make great developers!

The benchmarks that Crytek set for graphics performance and quality in our games are matched by the performance and quality of the development tools used by our internal teams and all our engine licensees. CryENGINE®3 features many innovations to accelerate development and ensure teams are able to maximise their own creativity without delays or painful development processes when building multi-platform game content.

  • Performance Analysis Tools
    Powerful instrumentation features let the developer analyze engine performance in real time, create detailed memory-usage reports and run automated walkthroughs of each level to get consistent test results from build to build.

  • CryENGINE®3 Sandbox™ Development Layers
    In a similar fashion to most professional art programs, CryENGINE®3 SandboxTM features a layers system that allows controlled separation of a game level. By locking any elements into (up to) 256 layers, each can be worked on in parallel, exported, imported and merged. This system lets an entire team of developers make changes on a single level simultaneously, without impacting on each other’s work. Such unequalled parallel control of levels, local and layered source control of assets and clearly organized level data management significantly increases development progress.

  • Polybump™2.0
    Crytek developed Polybump™ in 2001 and shipped Far Cry® in March 2004, as the first game ever to feature normal mapping powered by Polybump™. Polybump™ can be used either as a stand-alone utility, or be fully integrated with other tools such as 3ds Max®. Polybump™ creates a high quality surface description that allows quick extraction of surface features like normal maps (tangentspace or object-space), displacement maps, non-occluded area direction, accessibility and other related properties. The extracted information can be used to render low-poly models with surface detail that's almost indistinguishable from higher-poly models at high-render speeds. The data is stored in a intermediate file format so it can be exported in different ways without having to redo the computation. Even very high polygon counts (such as 10 million triangles) can be processed quickly with the improved Polybump™ 2.0 technology.
  • Offline Rendering
    Creating streaming videos or still images from within the game is made easier by the inclusion of specific console commands which can output a scene at any arbitrary screen resolution and/or aspect ratio, including generating auto-stitched panoramic views for use on 360-degree projection video displays. Creating marketing material becomes a matter of a single button-press!
  • Resource Compiler
    Resource compiler assets are compiled from their original formats to an optimized, platform-dependent one by the resource compiler at project-build time. This facilitates global changes (such as mip-map computation or mesh stripification) to the output data, depending on presets and target platforms, without either affecting the final level-loading times or requiring developers to keep multiple versions of assets on hand for different platforms.

 

 


Real Time DSP Effects for Voice Processing
Real Time DSP Effects for Voice Processing
Intuitive Control over Player-Driven Music Logic
Intuitive Control over Player-Driven Music Logic
Hierarchical Area Shapes for Ambience Sounds
Hierarchical Area Shapes for Ambience Sounds
Animation-controlled Sounds and Foley Effects
Animation-controlled Sounds and Foley Effects
Sound Moods Change the Mix Matching the Game
Sound Moods Change the Mix Matching the Game

Sound and music

  • Data-driven Sound System
    Complex sounds can be easily created and delivered with studio quality, while supporting any available surround-sound speaker configuration up to 7.1. Multi-platform compatibility, improved data streaming and individual performance optimization for the Xbox 360TM or PlayStation®3 are all guaranteed by the included sound library FMOD Ex®.
  • In Game Mixing & Profiling
    Integrated editor functionality and advanced sound-specification tools ensure the WYSIWYP method. Turnaround times of only a few seconds ensure a well-mixed game in every development stage. Reviewing and polishing
    the game audio through network auditioning, and then profiling it on any target platform both possible and easy, at any time.
  • Dynamic Sounds & Interactive Music
    With minimal coding effort, sounds can automatically react in a complex manner to parameters such as distance, time of day or battle noise using real time DSP effects. This technique provides non-repetitive and responsive audio feedback in an interactive and physicalized game world. The customizable music system reacts to any desired game event, giving the player a movie-like emotional experience.
  • Environmental Audio
    Sound designers can create a dense sound impression by accurately reproducing sounds from nature, with seamless blending between different environments sweetened with one-shot sounds on top. Newtechnology allows ambient sound to be directional in the distance and then open up into a surround mix the closer the player gets.
  • Key frame Accurate Sounds in Animations
    In CryENGINE®3, it's now possible to trigger sounds by adding them directly onto blended animations to improve implementation of all foley effects – allowing, for example, limping characters over several walk cycles. Adding audio assets onto animation attachments in this way efficiently increases character individualization.
  • Sound Moods
    Audio mixes can be defined to match any gameplay situation. Sound designers can not only control volume and pitch, but also add DSP effects such as filters and equalizers. In-game, the audio mix blends into the predefined sound
    moods in real-time and mimics the current environmental effect such as, for example, driving inside a tank.

To download the complete CryENGINE® 3 features document in PDF format click here [6.3 MB] .
 
For more information: cryengine@crytek.de

 

 
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