Subject: General Tech | June 22, 2018 - 08:12 PM | Scott Michaud
Tagged: pc gaming, game engine, crytek, CRYENGINE
For a little over two years, Crytek decided to go with a royalty-free model for their engine. The model was “pay what you want” with some on-the-side purchasable things, such as content from their games for you to use in your games.
SHOW ME THE MONEY!
Those terms have changed, but you can still opt-in to the old ones until June 30th… and as long as you don’t upgrade to CryEngine 5.5 (or higher).
This new license structure places a 5% royalty after $5000 of revenue per year. If you make less than $5000 in a year, then no royalty is required, so you don’t need to waste your time giving Crytek its share of a couple of bucks from Steam ten years after launch because a group of friends saw their neighbor play your game over the weekend. The revenue is calculated at the source, however, so you cannot subtract Steam’s take, etc. (unless that third-party already pays Crytek’s portion of the license – they won’t double-dip).
With the new license change, I decided to make a little table of game engines and their license structure. Hopefully this will be helpful if you are thinking about creating a video game.
Unreal Engine 4
Subject: General Tech | May 25, 2016 - 01:43 AM | Scott Michaud
Tagged: crytek, CRYENGINE V, CRYENGINE
So, a few months ago in March, Crytek announced that CRYENGINE V would be licensed under a “pay what you want” business model, which extends down to free -- nothing up front and no royalties. It supports DirectX 12 and a Mono-based framework, which they're calling CE# Framework, that allows gameplay code to be programmed in C#. Since it's done in Mono, it looks like it can be used in all supported platforms, but I could be wrong. While C++ is typically more desirable for AAA-style games, other engines, especially Unity, have attracted a lot of attention with their C# parsers.
The engine doesn't appear to support Vulkan, though, at least not yet.
Hold the phone...
Today's news? The source code is now on GitHub, and not even as a private repository. It's just... there. CRYENGINE V is licensed under a typical EULA, of course, so they impose a few restrictions on how it can be used. Content must not be sexual explicit, vulgar, or “in a reasonable person's view, objectionable.” I expect that this will not be enforced too strictly in terms of violence and cursing, but it differs from, say, Unreal Engine 4, which officially permits Adult content (although they'll occasionally ask to have their trademarks removed, so their logos do not appear to be endorsements).
Crytek also prevents their engine from being used in simulation, science, and architecture. I assume those are intended to be pushed into a separate licensing structure. It would seem silly for them to just outright ban those applications.
Subject: General Tech | March 15, 2016 - 05:32 PM | Sebastian Peak
Tagged: VRScore, VR, virtual reality, gdc 2016, GDC, crytek, CRYENGINE, benchmark, Basemark
Basemark has announced VRScore, a new benchmarking tool for VR produced in partnership with Crytek. The benchmark uses Crytek’s CRYENGINE along with the Basemark framework, and can be run with or without a head-mounted display (HMD).
"With VRScore, consumers and companies are able to reliably test their PC for VR readiness with various head mounted displays (HMDs). Unlike existing tools developed by hardware vendors themselves, VRScore has been developed independently to be an essential source of unbiased information for anyone interested in VR."
An independent solution is certainly welcome as we enter what promises to be the year of VR, and Basemark is well known for providing objective benchmark results with applications such as Basemark X and OS II, cross-platform benchmarks for mobile devices. The VRScore benchmark supports the Oculus Rift, HTC Vive, and Razer's OSVR headsets, and the corporate versions include VRTrek, a left/right eye latency measurement device.
Here’s the list of features from Basemark:
- Supports HTC Vive, Oculus Rift and OSVR
- Uses CRYENGINE
- Supports both DirectX 12 and DirectX 11
- Features Codename: Sky Harbor, an original IP game scene by Crytek
- Includes tests for interactive VR (VR game), non-interactive VR (360 VR video) and VR spatial audio (360 sound)
- Can be used with or without an HMD
- Power Board, an integrated online service, gives personalized PC upgrading advice and features performance ranking lists for HMDs, CPUs and GPUs
- Corporate versions include VRTrek, a patent pending latency testing device with dual phototransistors for application to photon latency, display persistence, left and right eye latency, dropped frames and duplicated frames testing
VRScore Trek eye latency measurement device, included with corporate version
VRScore is currently available only to corporate customers via the company’s early access program and Benchmark Development Program. The consumer versions (free and paid) will be released in June.
Subject: Graphics Cards | March 14, 2016 - 07:00 PM | Sebastian Peak
Tagged: crytek, CRYENGINE, amd
AMD will be the sole GPU presence in the labs at universities participating in Crytek’s VR First initiative, which “provides colleges and universities a ready-made VR solution for developers, students and researchers”, according to AMD.
AMD is leveraging the newly-announced Radeon Pro Duo graphics cards for this partnership, which lends immediate credibility to their positioning of the new GPU for VR development.
“The new labs will be equipped with AMD Radeon™ Pro Duo graphics cards with LiquidVR™ SDK, the world’s fastest VR content creator platform bridging content creation and consumption and offering an astonishing 16 teraflops of compute power. Designed to be compatible with multiple head mounted displays, including the Oculus Rift™ and HTC Vive™, AMD Radeon™ Pro Duo cards will encourage grassroots VR development around the world. The initial VR First Lab at Bahçeşehir University in Istanbul is already up and running in January of this year.”
Crytek CEO Cevat Yerli explains VR First:
“VR First labs will become key incubators for nurturing new talent in VR development and creating a global community well-prepared to innovate in this exciting and emerging field. VR experiences, harnessing the power of the CRYENGINE and developed using world-class Radeon™ hardware and software, will have the potential to fundamentally transform how we interact with technology.”
This certainly appears to be an early win for AMD in VR development, at least in the higher education sector.
Subject: General Tech | June 22, 2015 - 07:05 PM | Jeremy Hellstrom
Tagged: linux, CRYENGINE, Oculus
That's right, with the new CRYENGINE 3.8.1 release you will be able to make games using that engine which will run on Linux machines. In theory any game which is moved to the new version should also offer Linux support although neither the Slashdot post nor the links within make it clear how much work would need to be done by the developers but the support now exists. As well, support for Oculus Rift and games on Android TV have also been added, products which may help make Linux far more attractive for gamers and HTPC enthusiasts especially considering the coming demise of Microsoft's Media Centre in Windows 10.
"CRYENGINE, the video game engine from Crytek, will run natively on Linux starting from version 3.8.1. Other improvements include the ability to run on the Oculus Rift, support for OpenGL, 8-weight GPU vertex skinning, and improved POM self-shadowing. Here are the full release notes. They've also added Game Zero, a full blown example game that demonstrates how various features of the engine can work."
Here is some more Tech News from around the web:
- Microsoft U-turns on 'free' Windows 10 upgrade promise for ALL previewers @ The Register
- Going deep with the Radeon Fury X @ The Tech Report
- Linux 4.1 Kernel Released With EXT4 Encryption, Performance Improvements @ Slashdot
- AVM FRITZ!Box 7490 AC1300 Gigabit Modem Router Review @ NikKTech
- Win a £2000 Cyberpower Infinity Xtreme Cube PC!
Subject: General Tech, Shows and Expos | March 19, 2014 - 05:00 PM | Scott Michaud
Tagged: Mantle, gdc 14, GDC, crytek, CRYENGINE
While I do not have too many details otherwise, Crytek and AMD have announced that mainline CRYENGINE will support the Mantle graphics API. CRYENGINE, by Crytek, now sits alongside Frostbite, by Dice, and Nitrous, by Oxide Games, as engines which support that alternative to DirectX and OpenGL. This comes little more than a week after their announcement of native Linux support with their popular engine.
The tape has separate draw calls!
Crytek has been "evaluating" the API for quite some time now, showing interest back at the AMD Developer Summit. Since then, they have apparently made a clear decision on it. It is also not the first time that CRYENGINE has been publicly introduced to Mantle, with Chris Robert's Star Citizen, also powered by the 4th Generation CRYENGINE, having announced support for the graphics API. Of course, there is a large gap between having a licensee do legwork to include an API and having the engine developer provide you supported builds (that would be like saying UnrealEngine 3 supports the original Wii).
Hopefully we will learn more as GDC continues.
Editor's (Ryan) Take:
As the week at GDC has gone on, AMD continues to push forward with Mantle and calls Crytek's implementation of the low level API "a huge endorsement" of the company's direction and vision for the future. Many, including myself, have considered that the pending announcement of DX12 would be a major set back for Mantle but AMD claims that is "short sited" and as more developers come into the Mantle ecosystem it is proof AMD is doing the "right thing."
Here at GDC, AMD told us they have expanded the number of beta Mantle members dramatically with plenty more applications (dozens) in waiting. Obviously this could put a lot of strain on AMD for Mantle support and maintenance but representatives assure us that the major work of building out documentation and development tools is nearly 100% behind them.
If stories like this one over at Semiaccurate are true, and that Microsoft's DirectX 12 will be nearly identical to AMD Mantle, then it makes sense that developers serious about new gaming engines can get a leg up on projects by learning Mantle today. Applying that knowledge to the DX12 API upon its release could speed up development and improve implementation efficiency. From what I am hearing from the few developers willing to even mention DX12, Mantle is much further along in its release (late beta) than DX12 is (early alpha).
AMD indeed was talking with and sharing the development of Mantle with Microsoft "every step of the way" and AMD has stated on several occasions that there were two outcomes with Mantle; it either becomes or inspires a new industry standard in game development. Even if DX12 is more or less a carbon copy of Mantle, forcing NVIDIA to implement that API style with DX12's release, AMD could potentially have the advantage of gaming performance and support between now and Microsoft's DirectX release. That could be as much as a full calendar year from reports we are getting at GDC.
Subject: General Tech, Shows and Expos | March 11, 2014 - 05:23 PM | Scott Michaud
Tagged: gdc 14, crytek, CRYENGINE
The Game Developers Conference (GDC 2014) is getting set for next week in San Francisco and Crytek has an early announcement. Attendees of the event, at presentations and demos in their booth, will see CRYENGINE running natively on Linux. The engine has also been updated to include their enhancements first seen in Ryse, such as "Physically Based Shading".
This announcement gives promise to SteamOS as a viable gaming platform because games which license this engine would have an easier time porting over. That said, Unreal Engine has offered Linux compatibility for licensees, to very limited uptake. Sure, Steam could change that trend because a chicken or an egg could happen at some point -- it does not matter which comes first. Still, this is not the first popular engine to be available for Linux.
Their "Physically Based Shading" system is quite interesting, however. As I understand it, the idea is that developers can make (or maybe use) a library of materials and apply it across any game. This should hopefully reduce the number of artist man-hours to produce a generalized optimal shader. It is much slower to tweak specular highlights and vector math than it is to say "you... are gold... be gold".
The official GDC expo will take place March 19th - 21st but I expect news will flood out from now until then.
Subject: General Tech | August 22, 2013 - 07:28 PM | Scott Michaud
CRYENGINE, now with 100% less numbers and 100% capital letters, made a visible shove into this next version. While Ryse opens the teaser with similar quality to an Unreal Engine 4 title, less particle count, the ending "GPGPU Weather" segment could have, credibly, been pre-rendered or layered with shot footage of street puddles. It was convincing.
Check out the video, below, and then keep reading.
Half of the video, give or take a few seconds, highlighted tools for animation, level of detail generation, and other niceties for licensed developers. Their focus on realistic materials echoes statements from John Carmack during his Quakecon keynote: we should eventually lose our dirty rendering tricks and transition to libraries of known materials. Reusable gold and marble shaders make it quick for developers to apply the effect they like without reinvention of what already works.
This was not mentioned in the video, but seems a logical outcome of their efforts and, of course, applies less to unique art styles.
CryEngine will be available for PS4, PS3, Xbox 360, Xbox One, WiiU, and PC at some point. The first game released will likely be Ryse: Son of Rome this holiday for the Xbox One.