Subject: General Tech | March 18, 2019 - 09:03 AM | Sebastian Peak
Tagged: vulkan, RX Vega 56, rtx, ray tracing, radeon, nvidia, Neon Noir, dx12, demo, crytek, CRYENGINE, amd
Crytek has released video of a new demo called Neon Noir, showcasing real-time ray tracing with a new version of CRYENGINE Total Illumination, slated for release in 2019. The big story here is that this is platform agnostic, meaning both AMD and NVIDIA (including non-RTX) graphics cards can produce the real-time lighting effects. The video was rendered in real time using an AMD Radeon RX Vega 56 (!) at 4K30, with Crytek's choice in GPU seeming to assuage fears of any meaningful performance penalty with this feature enabled (video embedded below):
“Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE's advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.”
Crytek is calling the new ray tracing features “experimental” at this time, but the implications of ray tracing tech beyond proprietary hardware and even graphics API (it works with both DirectX 12 and Vulcan) are obviously a very big deal.
“Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.”
You can read the full announcement from Crytek here.
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 | September 23, 2017 - 01:10 PM | Scott Michaud
Tagged: pc gaming, crytek
The latest version of CRYENGINE, 5.4, makes several notable improvements. Starting with the most interesting one for our readers: Vulkan has been added at the beta support level. It’s always good to have yet another engine jump in with this graphics API so developers can target it without doing the heavy lifting on their own, and without otherwise limiting their choices.
More interesting, at least from a developer standpoint, is that CRYENGINE is evolving into an Entity Component framework. Amazon is doing the same with their Lumberyard fork, but Crytek has now announced that they are doing something similar on their side, too. The idea is that you place relatively blank objects in your level and build them up by adding components, which attaches the data and logic that this object needs. This system proved to be popular with the success of Unity, and it can also be quite fast, too, depending on how the back-end handles it.
I also want to highlight their integration of Allegorithmic Substance. With game engines switching to a PBR-based rendering model, tools can make it easier to texture 3D objects by stenciling on materials from a library. That way, you don’t need to think how gold will behave, just that gold should be here, and rusty iron should be over there. All of the major engines are doing it, and Crytek, themselves, have been using Substance, but now there’s an actual, supported workflow.
CryEngine is essentially free, including royalty-free, to use. Their business model currently involves subscriptions for webinars and priority support.
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.”