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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 also introduces CryENGINE® 3 Live Create™. This allows developers Edit in real-time Play in real-time
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 multi-
platform development.
Xbox 360TM play in real-time PlayStation®3 play in real-time Next-gen play in real-time
Multi-core support
ON
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 Normal and parallax occlusion maps Screen space ambient occlusion (SSAO)
support multiple processors, including innovative support for PlayStation® 3 SPU.
Screen space ambient occlusion
Real-time dynamic global illumination First pioneered by Crytek in 2005 and now used in most high-quality graphics engines, SSAO provides
CryENGINE® 3 features a novel real-time dynamic global illumination solution, fully optimized for current a real-time simulation of ambient light occlusion, allowing the real darkening of edges and corners
and next-generation platforms. For the first time, without pre-computation or geometric limits, you can as in the natural world. This high-performance solution creates a low overhead on all platforms, with
experience light-bounces, color bleeding and specular effects in a real-time game engine – unified for a very high-quality result. CryENGINE® 3 provides improved visual functionality alongside the fastest
all static and dynamic objects. implementation of SSAO available on Xbox 360TM, PlayStation® 3 and PC.
Subsurface scattering
This unique tool simulates the diffusion and CryENGINE®3 vivid interactive WORLDS
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 CryENGINE® 2 introduced incredibly interactive photo-realistic worlds, with huge
trees and plants, or to create realistic human skin.
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.
Subsurface scattering
Advanced Modular AI System CryENGINE® 3 continues to raise the standard of interactive realism in worlds
Realistically rendered and animated characters require state-of-the-art AI systems to respond that are limited in size only by the development budget, thanks to intelligent
intelligently to the game environment and maintain the illusion of realism. CryENGINE® 3 features
streaming of game data.
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.
Polybump™2.0
CryENGINE® 3 Polybump™, the CryENGINE® 3 normal map creation tool, has again been enhanced to take advantage
Achieve Your Vision At Maximum Speed of multi-core hardware and 64-bit operating systems.
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.
PolybumpTM 2.0 Hi-res offline rendering for any scene
CryENGINE® 3 features many innovations to accelerate development and ensure
Crytek developed Polybump™ in 2001 and shipped Far Cry® in March 2004, as the first game ever
teams are able to maximise their own creativity without delays or painful to feature normal mapping powered by Polybump™. Polybump™ can be used either as a stand-alone
development processes when building multi-platform game content. 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 (tangent-
space 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.
Performance analysis tools
Powerful instrumentation features let the developer analyze engine performance in real time, create Offline rendering
detailed memory-usage reports and run automated walkthroughs of each level to get consistent test Creating streaming videos or still images from within the game is made easier by the inclusion of specific
results from build to build. 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
CPU frame time analyzer Art scene budget analyzer Memory map analyzer of assets on hand for different platforms.
SOUND AND MUSIC
Intuitive control over player-driven music logic Hierarchical area shapes for ambient sounds
CryENGINE®3 SandboxTM
Resource Compiler
Support locations
CryTIF Plugin
At Crytek, we’re working on the new instalment of our award-winning Crysis® FPS
series. Set in New York City, Crysis® 2 is built exclusively in CryENGINE® 3. We think
the following images speak for themselves.
Best Simulation Most innovative Outstanding Real Time Visuals Best Graphics
in Real Time 2010 technology 2009 in a Video Game 2009 2008
(CryENGINE 3) (CryENGINE 3) (CryENGINE 2 / (CryENGINE 2 /
Crysis Warhead) Crysis Warhead)
Crytek GmbH • Hanauer Landstrasse 523 • 60386 Frankfurt am Main • Germany • www.crytek.com
Carl Jones • Director of Global Business Development CryENGINE • carl@crytek.com
Mike Gamble • Business Development Manager Europe CryENGINE • mikeg@crytek.com
Nathalie Sparks • U.S. Sales Operations Manager CryENGINE • nathalie@crytek.com
© 2010 Crytek GmbH. Crytek, CryENGINE, Crysis and Crysis Warhead are registered trademarks or trademarks of Crytek GmbH
in the USA, Germany and other countries. All rights reserved. All other trademarks are the property of their respective owners.