Original file

Transcription

Original file
YO U R V I S I O N .
UNLEASHED.
1
4
BECOME
THE BENCHMARK
6
20
7
24
8
AUD I O
G EOME TRY
P RO C E D U RAL
Not all game engines are created
Accessible. Affordable.
From established studios to solo
equal. CRYENGINE puts the kind
All-in-One.
enterprises, CRYENGINE levels
C RYE N G IN E
MOT IO N WARP IN G
P HYS ICALLY
RE AL- T IM E
IM AG E
SAN D BOX
& HIG H- E N D IK
BAS E D
DYN AM IC
BAS E D
S O LU T IO N S
RE N D E RIN G
WAT E R CAU ST IC S
LIG HT IN G
22
9
27
10
28
12
26
STATOS CO P E
PH YS I CA L I Z E D
D E S I G NE R
CAC H E
the playing field by offering
of power you’ve always craved at
your fingertips to ensure the ideas
But with great power comes
everyone access to its
MOT IO N BLU R
RE ALIST IC
M U LT I- LAYE R
C HARACT E R
you dream up today become the
great inaccessibility, right? Wrong.
award-winning technologies.
& D E PT H O F F IE LD
V EG E TAT IO N
N AV IG AT IO N
T EC HN O LO GY
benchmark for brilliance tomorrow.
CRYENGINE offers unrivaled value,
Work faster with the CRYENGINE
A decade and a half of tech
with zero royalties for indie
Sandbox “What You See Is What
evolution has kept CRYENGINE
developers to pay once their
You Play” toolset; work smarter
and its users firmly on the cutting
aspirations become a reality. And
with the world’s most coveted
edge; primed and ready to
as part of the vibrant CRYENGINE
renderer; and work players into
redefine expectations of current
community, you’ll be joining
and upcoming platforms.
thousands of fellow devs who
C H A R ACTE R
MESH
C USTOMI Z ATI O N
14
29
16
30
17
36
18
a frenzy using the abundance
PARAM E T RIC
T RAC K V IE W
E F F IC IE N T
LIC E N S E E
VO LU M E T RIC
C RY E NG I NE
3D H D R
of other features that put
S KE LE TAL
AN T I- ALIAS IN G
S H OWCAS E
FO G S HAD OW S
S UB S C R I PTI O N
L E NS
have started from scratch and
CRYENGINE in a class of its own.
AN IM AT IO N
mastered the ultimate ally
Whatever your vision, unleash it
in game creation.
with CRYENGINE and brace
yourself for greatness.
2
14
FLARES
36
19
27
20
28
25
C RYE N G IN E
S C RE E N S PAC E
ADVAN C E D
RE AL- T IM E
F LOWG RAP H
L E V E L O F D E TA I L
F U LL
D IRECT IO N AL
AI SYST E M
LO CAL
LIC E N S E
O CC LU S IO N
RE F LECT IO N S
G E NE R ATO R
CRYENGINE
SANDBOX
Go to work with the ultimate
multiplatform toolset
CRYENGINE Sandbox gives
(WYSIWYP) system. CRYENGINE
developers full control over their
deals with the instant conversion
multi-platform creations in
and optimization of assets in
real-time, featuring an array of
real-time, enabling cross-platform
efficient tools that enable the
changes to all elements of game
fastest iteration during
creation.
development of game worlds.
This increases the speed and
Features of a CRYENGINE game
quality of development, while
can be produced, edited and
significantly reducing risk when
played immediately with the
creating multi-platform games.
“What You See Is What You Play”
4
5
P H Y S I C A L LY
BASED
RENDERING
Create realistic surfaces with CRYENGINE’s
Capture the true character of surfaces
powerful PBR material and lighting system
to add startling authenticity to environments
CRYENGINE’s Physically Based
ultimately the result is greater
Image Based Lighting (IBL) brings
setup, IBL makes use of the
Rendering model simulates the
consistency.
lighting and render consistency to
specular reflectance and
all materials. CRYENGINE’s shading
roughness of materials to
A benefit of applying physically
model uses advanced Bidirectional
return a more physically correct
based models is that fewer
Reflectance Distribution
appearance. Hard specular
Replicating how light behaves in
parameters are required to
Function values and normalization
reflections become as simple as a
reality leads to more natural and
achieve effects, leading to a more
of specular highlights to render
single texture lookup, while blurry
believable results and ensures that
streamlined and approachable
very complex lighting situations.
reflections can be approximated
materials look plausible, regardless
content creation workflow.
interaction between light and
materials using real-world physics.
of the current lighting conditions;
6
IMAGE
BASED
LIGHTING
efficiently by adjusting the
Different from a more traditional
IBL on
IBL off
mipmap level during the lookup.
7
GEOMETRY
CACHE
REALISTIC
V E G E TAT I O N
Bring blockbuster moments to life as you’ve always imagined
Fill your world with lush, lifelike vegetation which moves and reacts to
them—from flags fluttering in the wind to destruction that
every interaction—right down to the last blade of grass
will have players running for cover
CRYENGINE supports the storing
geometry, with Lossy-to-Lossless
and playback of complex
compression, instancing support,
Ryse and Crysis 3 both used
simulated geometry using point
streaming and buffered playback
a mix of urban and natural
caching techniques first
all possible.
environments, demanding more
This technique can simulate down
improvements to the already
to individual blades of grass and
developed for animated movies.
This approach normally results in
No engine-specific markup is
robust vegetation system in
interact with the player, AI,
data of unmanageable size, but
required, allowing developers to
CRYENGINE. The improved
dynamic objects, explosions and
CRYENGINE technology reduces
iterate faster and focus on the
vegetation system allows for
wind. Interactions such as these
this to 10% of the original file size.
quality of the art, rather than the
massive amounts of vegetation to
between rendering and physics
process of getting the art into
accurately reflect physical forces
systems are only possible due to
their game.
within the world. This feature
the unique all-in-one nature of
introduces an immense amount of
CRYENGINE.
The interpreted ‘GeomCache’
renders as efficiently as static
8
life to usually static scenes.
9
CHARACTER
TECHNOLOGY
Determine every wrinkle of the skin and every hair
on the head of your characters—whether
they’re human or something else entirely
CRYENGINE unites the most
• Screen-space sub-surface
scalable, technically-advanced
scattering for all supported
animation and rendering systems
platforms
to deliver astonishingly realistic
characters for games in real-time.
Creating believable, lifelike
• Lifelike iris parallax mapping for a
truly realistic eye representation
characters requires special
effects and advanced shading
features including:
10
• New unified shaders for
character shadows and hair
11
PHYSICALIZED
CHARACTER
C U S T O M I Z AT I O N
An easier way to ensure the characters
you create on paper come to life in your game
We have simplified the process of
character file.
getting characters into your game
by de-coupling the skinning
detection. Using a projection
Lozenges: 4 Numbers, 8 shapes
skeleton from the animation
12
algorithm to handle all the collision
technique consisting of four
methods; Directed Rotational,
skeleton. With the new
Our new system for collision
Directed Translational, Shortarc,
Skel-Extension technology this
detection is based on lozenges,
Shortvec, CRYENGINE can handle
means we can now have many
simply represented by four
any situation where a capsule
more joints in the SKIN file that
numbers (Radius, X, Y, Z). With
sphere overlaps with a lozenge
don’t even exist in the base
lozenges we only need one
and project it out safely.
13
PA R A M E T R I C
S K E L E TA L
A N I M AT I O N
PROCEDURAL
MOTION
WA R P I N G
Breathe a new level of life into your game by populating it
with characters whose movements redefine realism
14
By blending example motions
in CRYENGINE navigate the
Procedural algorithms such as CC
scalable, warping technique
based on user-defined
environment and react to changes
D-IK, analytic IK, example-based IK
preserves the style and the
parameters, CRYENGINE delivers
in motion, direction or speed on
or physical simulations, are used to
content of the base motion,
responsive and interactive control
the fly, blending between
augment pre-authored animations
whilst taking full account of the
over game characters, with a
animations to create a realistic
to avoid the typical computer-
transformations complying with
focus on believability. Characters
representation of movement.
generated look. CRYENGINE’s
game-driven constraints.
15
EFFICIENT
ANTI-ALIASING
VOLUMETRIC
FO G S H A D O W S
Stamp out rough edges by employing
Harness the unique power to cast shadows into fog and add an
multiple techniques designed to
extra level of atmospheric authenticity to any environment
make pixelation a thing of the past
16
Our latest iteration of anti-aliasing
Pre-processing of roughness maps
introduces a powerful set of
ensures that specular aliasing
techniques that minimize pixel
is minimized, while an optional
crawling and deliver a stable
screen-space normal variance
image. Battle-proven in Ryse,
filter fixes flickering highlights on
CRYENGINE uses an innovative
extremely powerful as it renders
CRYENGINE features a
thin geometry. Additional
technique for global fog and cloud
shadows from objects and clouds
sophisticated temporal anti-
super-sampling is available for
shadows to greatly enhance the
into the volumetric fog itself; all
aliasing solution that is efficient
when the highest possible image
atmospheric conditions within a
in conjunction with the already
enough to run on all platforms.
fidelity is desired.
foggy environment. This feature is
robust Time of Day system.
17
3D HDR LENS
FLARES
S C R E E N S PA C E
DIRECTIONAL
OCCLUSION
Orchestrate evocative moments by easily adding
and editing lens flares that inspire awe and
bring your creativity into focus
Darkness and light bend to your will
as you take detailed control of how shadows are cast
18
To achieve a stylized look within
The editor is designed to provide
CRYENGINE, a system called
instant visual feedback using the
Composite 3D Lens Flares is used,
“WYSIWYP” method. Developers
Crytek introduced Screen Space
color of all lights to be taken into
producing flares similar to those
can even combine multiple presets
Ambient Occlusion in real-time
account. SSDO improves physical
used in the film industry in a simple
to create the ultimate lens flare.
gaming and now enhances it with
lighting accuracy and ultimately
and intuitive way. Using the built-in
Composite lens flares can be
the technique of Screen Space
allows contact shadows to be cast
Flare Editor, it’s possible to load
applied to any light source in
Directional Occlusion (SSDO).
from every single light source in
presets with a single click, and to
a level, including the sun.
SSDO allows any number of lights
the environment.
add or remove elements for the
to be included in the calculation
perfect look.
of Ambient Occlusion, and for the
SSDO on
SSDO off
REAL-TIME
LOCAL
REFLECTIONS
REAL-TIME
DY N A M I C
W AT E R C A U S T I C S
Mirror reality and tap into tech that ensures the objects
and surfaces in your world accurately cast and capture reflections
20
Reflections are one of the biggest
RLR approximates ray-traced HDR
CRYENGINE water volumes and
which combine with water ripples
challenges to render in real-time,
reflections local to objects, which
rivers support a unified caustics
from objects interacting with the
particularly for engines with
allows for any kind of surface in
approach. These capture 1:1
water to create an astonishingly
deferred rendering. CRYENGINE
the scene to reflect its nearby
caustics from the water surface,
believable effect.
introduces a new method:
surroundings efficiently in
Real-Time Local Reflections (RLR).
real-time.
21
MOTION BLUR &
DEPTH OF FIELD
Broaden players’ horizons and draw them deeper into
the action with environmental effects that give
more depth to your world
22
Motion blur can be applied both to
within the Sandbox Editor.
individual objects (object based)
CRYENGINE now implements the
and to the entire scene (screen-
highest quality for these effects at
based), while depth-of-field
a low performance cost, across all
effects can be defined easily
supported platforms.
23
AUDIO
L E V E L O F D E TA I L
G E N E R AT O R
Unleash the talent of audio artists and
give them complete control over their creations
Speed up your asset creation workflow by letting
CRYENGINE do the hard work for you
It has never been easier or more
minimum functionality required
management of pre-loading
efficient to implement audio in
for quick audio prototyping. So
Soundbanks.
CRYENGINE.
if you prefer to implement your
With the recent release of the
own audio middleware it’s a strong
Changes to connections update
foundation to build on.
in real time with audio instantly
CRYENGINE Audio Translation
24
playing in the running level with no
Layer, CRYENGINE agnostically
The Sandbox Editor now includes
reloading required. The ACB has a
communicates with whichever
the Audio Controls Browser (ACB),
fully-featured search and filtering
Take advantage of a built-in tool
version of an asset’s mesh before
audio middleware you prefer,
which is a powerful tool that
component, making it fast and
that facilitates the generation
the tool bakes down textures for
such as Wwise, CRI, Fabric, or
allows for fast, flexible, drag and
simple to view and edit one-in-a-
of geometry LODs, as well as the
the LODs in-engine, so that each
FMOD. In addition, we include a
drop style creation and connection
hundred-thousand audio events.
associated materials and textures.
LOD uses a uniquely mapped
Simple DirectMedia Layer Mixer
of: Events, Switches, States, and
This two-step process allows the
texture set.
implementation that has the
RTCPs, as well as granular
user to create an optimized
25
DESIGNER
A D VA N C E D
AI SYSTEM
M U LT I - L AY E R
N AV I G AT I O N M E S H
The powerful and intuitive built-in modeling tool
Instill non-player characters with unparalleled levels of intelligence
to make your game world feel more alive at every turn
26
The Designer tool provides an
Designer also features a powerful
easy-to-use interface for
subdivision tool to create smooth
manipulating geometry. Not only
water-tight geometry. With the
Realistic representation of
with modular sensory systems
Multi-Layer Navigation Mesh
navigation mesh should be
can it be used for prototyping
semi-sharp crease function and
animated characters requires
such as hearing and sight, and
(MNM) is an enhanced dynamic
generated and let the CRYENGINE
levels, but the user can also
proper handling of edge
state of the art AI systems to
supports the requirements of the
navigational data structure, used
MNM do the rest. MNM also
create complex shapes and
boundaries it can easily create
respond intelligently to the game
locomotion system. The AI requires
by the AI to path-find through
supports real-time dynamic
meshes which triangulate
realistically smooth, organic-like
environment and maintain the
no additional middleware and is
levels. This system is seamlessly
updates in-game, so that when an
automatically. Any static geometry
surfaces.
illusion of realism. CRYENGINE
fully integrated within CRYENGINE.
integrated into CRYENGINE
area changes, the navigation mesh
updates accordingly without delay.
can be created in-engine without
features powerful AI technology
Sandbox, meaning designers
the need for external DCC tools.
that handles character behaviors
simply define an area where the
27
S TAT O S C O P E
FLOWGRAPH
TRACKVIEW
Pinpoint performance issues with a detailed overview
Build gameplay systems and complex levels
Bring cinematic magic to the small screen
of exactly how your game is running
without needing to write a single script
with our simple but powerful cutscene editor
CRYENGINE’s powerful in-house
Either collect the data with a live
CRYENGINE’s easy-to-use visual
debugging, breakpoints and
The Track View Editor is an
Creating cinematic or scripted
diagnostic tool is used to access
feed directly from CRYENGINE into
scripting system gives users an
modules, the user can focus
embedded cutscene editing tool
events is easy, allowing the user to
information on where the engine
Statoscope, or log the information
intuitive interface to create and
their energy on iterating and
for making interactive movie
sequence objects, animations and
performance is being spent.
to file and read later. Additionally,
control game logic and events.
improving gameplay.
sequences with time-dependent
sounds in the scene.
Through the addition of data
users can overlay two capture
groups into Statoscope, the user
sessions on top of each other to
With the added workflow
can expose CRYENGINE features
run a comparison of any changes
improvements of real-time
to logically display the statistics on
made between the two runs.
control over objects and events.
a per-frame basis.
28
STATOSCOPE
FLOW GRAPH
TRACK VIEW
29
poppermost
Filip Lundgren
[Technical Director,
Poppermost productions]
CRYENGINE gave us the individualized support and engine toolset we needed to rapidly
prototype and iterate SNOW to where it is today. The engine’s scalability allows us to
Shi Hai
[CEO of Snail Games]
By taking advantage of the powerful CRYENGINE, King of Wushu will feature an immersive
3D world with vivid graphics and stunning visuals, and will set the benchmark for Chinese
create vast dynamic environments—a must for an open-world skiing and snowboarding
in-house games in many respects—such as high-end real-time rendering, realistic lighting,
game, coupled with a powerful terrain editor that allows for the landscapes one would
cutting edge physics and contact collision, realistic vegetation, dynamic water and more!
expect in an alpine winter environment. What we have accomplished is a testament to its
Thanks to CRYENGINE’s easy-to-use tools, and its award-winning visuals, King of Wushu will
power and flexibility, and for such a small team we know for sure that we could not have
bring a whole new level of intensity and exciting gameplay to the battle arena.
achieved any of this without CRYENGINE.
30
31
Dan Pinchbeck
[Creative Director, The Chinese Room]
We’ve been working in CRYENGINE for a few years now, through pre and main production of
the PS4 game, ‘Everybody’s gone to the rapture’. It’s an amazing tool—powerful and easy to
Martin Klima
[Executive Producer, Warhorse]
We looked at every major technology out there and CRYENGINE suits our needs perfectly.
We are confident it will allow us to make the vision for our game come true.
use. It’s ideal for a smaller team as you can drive up the quality of what you do really quickly,
iterating on ideas efficiently and easily. That makes a big difference and I don’t think we’d
be able to reach the ambitious levels of production quality that we’re aiming for with any
other engine.
32
33
Turtle Rock Studios
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
Weishi Tao
[Producer, Monster Hunter Online]
Monster Hunter Online is the first action MMORPG game powered by CRYENGINE. In this
game we have a realistic environment and climate system, extremely high-polygon
out to make a world that was breathtaking to look at, and that’s what you see in-game. It’s
characters and monsters, rich detail models and textures, Time of Day system, real-time
a relationship we hope to grow in the future with more games!
light sources, dynamic soft shadows, etc., all achieved with an efficient technology and
pipeline, and also all achieved with real next-gen quality.
34
35
€/$
9.90
/ m ont h
CRYENGINE
SUBSCRIPTION
CRYENGINE
FULL LICENSE
As part of our Engine-as-a-
for PC, and ensures developers
Crytek offers commercial
[NORTH AMERICA]
Service program, we have made
never have to pay royalties for the
developers full source licensing
CHRISTOPHER H. ZILIOTTO
CRYENGINE available to the Steam
games they create.
for larger and longer term projects
[email protected]
community of developers and
Subscribe for access to
that benefit from a close
gamers for a low monthly payment
CRYENGINE today and find out
partnership with our engine
[EUROPE]
of 9.90 USD/EUR. The subscription
more about all Crytek’s technology
experts. Platinum Support
ERLA ARNADOTTIR
includes full use of the engine
at www.cryengine.com.
packages are also available, with
[email protected]
dedicated support staff, increased
36
on-site presence and even co-
[APAC]
development of features that
WAYNE CHOI
interest our licensees.
[email protected]
For more information, please
[CHINA]
contact our CRYENGINE licensing
JIMMY KANG
team:
[email protected]
38
© 2015 Crytek GmbH. Crytek, CRYENGINE, CRYENGINE Sandbox, Ryse and Crysis are registered trademarks or trademarks of the Crytek group of companies in the EU, the USA and other territories. © Sony Computer Entertainment Inc. “PlayStation”
is a registered trademark of Sony Computer Entertainment Inc. All rights reserved. The Android robot is reproduced or modified from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution
License. Xbox One and the respective logo are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. All other trademarks are the property of their respective owners.