Subject: General Tech | March 7, 2017 - 07:07 AM | Scott Michaud
Tagged: sega, crytek
A few months ago, just before Christmas in fact, we reported that Crytek was in the process of shutting down five out of their seven studios. Now, Sega has just announced that they are picking up one of them: Crytek Black Sea (Sofia, Bulgaria). This studio will be added to Creative Assembly, which makes the Total War series and also dipped its toe into the first person market with Alien: Isolation. As a part of this agreement, the ex-Crytek developer will now be called Creative Assembly Sofia.
Black Sea Studios was with Crytek since July, 2008.
As far as I can tell, the other four studios that were affected by December’s decision have not been as fortunate. Apart from ex-Rockstar designer, Leslie Benzie, picking up former employees of the Budapest, Hungary studio, I haven’t seen much talk about any other studio (or significant portions of them) moving elsewhere.
Subject: General Tech | December 20, 2016 - 04:58 PM | Scott Michaud
While they developed very interesting technology and franchises, Crytek has been struggling with finances over the last few years. Until today, the software developer has been operating out of seven studios throughout Europe and Asia. Today, they announced that five of these (Budapest, Hungary; Sofia, Bulgaria; Seoul, South Korea; Shanghai, China; and Istanbul, Turkey) will shut down, leaving Frankfurt, Germany and Kiev, Ukraine as the only two up and running.
The press release includes a quote from the co-founder, Avni Yerli, that I found interesting:
Undergoing such transitions is far from easy, and we’d like to sincerely thank each and every staff member – past and present – for their hard work and commitment to Crytek. These changes are part of the essential steps we are taking to ensure Crytek is a healthy and sustainable business moving forward that can continue to attract and nurture our industry’s top talent. The reasons for this have been communicated internally along the way. Our focus now lies entirely on the core strengths that have always defined Crytek – world-class developers, state-of-the-art technology and innovative game development, and we believe that going through this challenging process will make us a more agile, viable, and attractive studio, primed for future success.
Specifically, the “attractive” adjective assigned to his studio. I can think of two reasons why this word would be used, each with very different connotations. It’s possible that this words is used to reassure talented engineers that would, if it wasn’t for these concerns, consider working at the company. It’s also possible that they are trying to telegraph to the world that they are interested in being acquired.
Still, this is definitely a tough time for many employees and former-employees of Crytek. I don't want to layer too much analysis over this.
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 | December 16, 2015 - 12:58 PM | Jeremy Hellstrom
Tagged: gaming, Oculus, crytek, the climb
Crytek announced their designed for Oculus game yesterday, The Climb. As you might infer from the title of the game you will be scaling cliffs and mountains using either an Xbox One controller or Oculus Touch with your Oculus to experience something that would not be anywhere near as interesting on a computer monitor. The disembodied hands are a little disturbing, though perhaps not as much as the heights will be for those who suffer from vertigo, though perhaps this would be an interesting way to try to conquer your fears. The video below shows off the graphics, though not as immersive as it would be in VR it still looks rather interesting. Many developers are looking to space sims to be the killer app for Oculus, for instance EVE Valkyrie come as part of the pre-order bundle shipped with the first consumer model.
Crytek might have just found the other style of game to interest people in the Oculus, extreme sports could be very compelling with the new VR headset.
"The Climb invites thrill-seekers to experience the ultimate in extreme sports by going beyond the point of no return and scaling deadly cliff faces unaided. The game boasts hyper-realistic climbing locations from around the world, and players will discover the freedom of gaming with the Rift using either an Xbox One controller or Oculus Touch controllers as they soak up their awe-inspiring surroundings."
Here is some more Tech News from around the web:
- System Shock 3 Formally Announced Oh Gosh It Is Real @ Rock, Paper, SHOTGUN
- Mix-And-Match Murder In Fallout 4 Weapon Mods Mod @ Rock, Paper, SHOTGUN
- Enchanting puzzle platformer Unravel available from 9th Feb @ HEXUS
- Let’s Spin Again: Tribes Ascend V1.1 Released @ Rock, Paper, SHOTGUN
- DICE director confirms 'the next Battlefield' is in development @ HEXUS
- RPS Feature Hidden and dangerous XCOM 2’s Concealment Mechanic Changes Everything @ Rock, Paper, SHOTGUN
- NVIDIA vs. AMD Linux Performance For GRID Autosport @ Phoronix
Subject: General Tech | August 6, 2015 - 02:14 PM | Jeremy Hellstrom
Tagged: Basemark, crytek, oculus rift
With the release of Oculus Rift and various other head mounted displays you may be wondering if your current machine is powerful enough for you to use one of these devices or if you need to upgrade before you will enjoy the experience.
Basemark and Crytek have joined forces to create a new benchmark to test how your system will fare. The benchmark will give you information on latency, verify your if hardware is able to run at 60, 75, 90 or 120fps with varying levels of graphics detail and even verify if your audio source can properly provide spacial audio cues.
Helsinki (Finland) and Frankfurt am Main (Germany) August 6th, 2015 – Basemark and Crytek today announced a new partnership to help create a definitive PC system test for virtual reality gaming.
The new VR benchmark will enable gamers and PC hardware companies to easily assess the level of experience they can expect when running virtual reality content, and will be the first service available that gives users recognizable, real-world metrics to describe their system’s VR readiness with various HMDs out there.
Developed using Crytek’s CRYENGINE technology, the benchmark will provide detailed feedback in areas such as the best graphical settings to use with a variety of VR headsets. Basemark’s expertise in measuring performance standards will be key as they formulate an objective test that evaluates everything from frame rate capabilities to memory consumption, latency issues, 3D audio performance and much more.
Crytek’s Creative Director for CRYENGINE, Frank Vitz, said: “Basemark is already helping to measure technology standards in other areas of gaming, and we’re thrilled to be partnering with them as we work to establish a user-friendly yardstick for VR performance. We believe CRYENGINE can become a go-to tool for developers looking to create compelling VR experiences, and this partnership means players can also count on CRYENGINE as they evaluate whether their PC is ready for the most advanced, cutting-edge VR content available.”
“We wanted to make a real-world VR gaming benchmark as opposed to a theoretical one and hence we’re very excited to announce this partnership with Crytek, the leading game engine company”, said Tero Sarkkinen, founder and CEO of Basemark, “By using CRYENGINE as the base and vetting the test workloads under our rigorous development process involving all the key technology players, we will forge the definitive benchmark for all PC VR gamers.”
Subject: General Tech, Shows and Expos | July 19, 2014 - 05:13 PM | Scott Michaud
Tagged: quakecon 2014, quakecon, id, crytek
Tiago Sousa was "Lead R&D Graphics Engineer" at Crytek, according to his now defunct Twitter account, "@CRYTEK_TIAGO". According to his new Twitter account, "@idSoftwareTiago", he will be joining id Software to help with DOOM and idTech 6.
A little less DOOM and gloom.
I find this more interesting because idTech 5 has not exactly seen much usage, outside of RAGE. Wolfenstein: The New Order was also released on the technology, two months ago. There is one other game planned -- and that is it. Sure, RAGE is almost three years old and the engine was first revealed in 2007, making it seven-year-old technology, basically. Still, that is a significant investment to see basically no return on, especially considering that its sales figures were not too impressive (Steam and other digital delivery services excluded).
Happy to announce i'll be helping the amazingly talented id Software team with Doom and idTech 6. Very excited :)
— Tiago Sousa (@idSoftwareTiago) July 18, 2014
I also cannot tell if this looks positive for id, after mixed comments from current and former employees (or people who claim to be), or bad for Crytek. The latter company was rumored to be hurting for cash since 2011 and saw the departure of many employees. I expect that there will be more to this story in the coming months and years.
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.