A New Sandbox Editor: We have been focusing heavily on Editor workflow, and with this first version we are aiming to provide solid foundations to our new User Experience. If you were familiar with the old Sandbox Editor, then don't worry, all the features are still available although many things have been redesigned to fit in better with the overall vision. This first version still includes some legacy tools, but we are planning to upgrade the entire workflow to match our new User Experience standards. We are confident that this new interface gives you a more intuitive window into the powerful tools of CRYENGINE and we are eagerly awaiting your feedback.
CE# Framework: A new API that allows developers who are familiar with C# to start scripting straight away in CRYENGINE 5.0. While C++ is the industry standard in the traditional high-end game development space, it can seem daunting to aspiring developers who are just starting out. So to this end we are introducing a C# layer to CRYENGINE that allows a wider range of programmers to achieve their vision.
DirectX 12 Support: Utilize the latest branch of DirectX to take greater control of hardware resources. Introduced alongside Windows 10, Microsoft’s new DirectX 12 low-level API allows developers to get tomorrow’s performance out of today’s hardware. Thanks to CRYENGINE 5.0’s newly introduced DirectX 12 support, developers will be able to work close to the metal getting the most out of CRYENGINE’s famous performance and state-of-the-art visuals.
Reworked Low Overhead Renderer: Significantly increases the performance of today’s hardware in graphically intensive applications. CRYENGINE 5.0 comes with a completely redesigned and rewritten core Renderer that allows submitting draw calls with minimal overhead. The new Renderer architecture enables us to get the most out of modern graphics APIs like DX12 and also greatly improves performance under DX11.
Advanced Volumetric Cloud System: Optimized for VR to give clouds full 3D spatial rendering for higher quality with a minimal performance hit. In CRYENGINE 5.0 we introduce an entirely new cloud system that enables users to create stunning volumetric clouds that integrate seamlessly into CRYENGINE’s advanced lighting models and with performance that can even fulfill the strict frame time requirements of VR apps.
New Particle System: Create stunning real-time fluid effects, handled almost entirely on the GPU. With a new Particle System that will optionally offload particle management and processing to the GPU, developers can achieve significantly higher particle throughput for expensive effects, further improving performance while building stunning worlds for gamers to explore.
FMOD Studio Support: Tight implementation of yet another professional Audio middleware that allows for greater flexibility in Audio middleware selection.
Improved Profiling: Profile your code with the power of advanced external profilers such as Brofiler (shipped with CRYENGINE), PIX, GPA and/or VTunes.
Visual Studio 2015 Support: CRYENGINE is now compliant with the MSVC 11.0, 12.0 and 14.0 compiler.
Action | Legacy Sandbox | Sandbox |
---|---|---|
Unfreeze All | Ctrl+F | Shift+F |
Find | Ctrl+F | |
Duplicate | Ctrl+C | Ctrl+D |
Unhide All | Ctrl+H | Chift+H |
Show hide helpers | Shift-Space | Ctrl+H |
Go to selection | G |
The selection strip (at the bottom of the Viewport) has been removed:
Selection Strip | |||
---|---|---|---|
Action | New Editor | Keyboard Shortcut | Comment |
Status Line | Removed | N/A | |
Lock Selection Toggle | Menu bar Level -> Selection -> Lock Selection | Ctrl+Shift+Space | |
Transform Coordinate Display | Removed | N/A | Selection coordinates can be found in the Properties |
Viewport Navigation Speed Control | Camera Menu or through mouse wheel | Further control available through the Menu bar Edit -> Preferences -> Viewports -> Movement | |
Terrain Collision Toggle | Menu bar Display -> Terrain Collisions | Q | |
AI/Physics Section | Menu bar Game -> Enable Physics/AI | Ctrl+P | Can also be found in the Game Toolbar |
No Sync Player Button | Menu bar Game -> Synchronize Player | ||
Goto position Button | Menu bar Level -> Go to Position | ||
Mute Audio | Menu bar Game -> Audio -> Mute Audio | N/A | Can also be found in Audio Toolbar |
Deleting objects no longer asks for confirmation as this is an undoable action.
The notion of internal and external layers has been removed. All layers are now considered external and are represented by a file on disk.
Layer hierarchy has been clarified. Layers are now organized under layer folders and layers cannot be parented under another content layer.
The transition from the previous format to these new notions mean that you should be vigilant when working with the Legacy Sandbox so do not add content to layers that are only used for parenting and organizing your content.
If you have content in a layer that is used as a parent, then you will get the following error message:
The layer <layer_name> contains child layers, and has been split into a stand-alone layer and a folder with the child layers. It is strongly recommended that you rename the layer, or delete it if does not directly contain any objects.
Recommended actions: if your parent layer had no content you can safely delete it. If the layer had content you can either...
A new node-based particle editor has been added along with a new particle system which enables use of high-performance GPU and CPU Particles.
A new system designed to replace and improve the Dialog Editor has been added as an experimental feature. This allows for a more streamlined implementation of dialogs which can dynamically adapt to game conditions.
A new Mesh Importer tool has been added, which enables the importing of assets from FBX files and various exchange formats.
Windows:
Threading:
Profiling:
CrashHandler:
FileSystem:
Misc: