Welcome to our latest major update, CRYENGINE 5.4. We know it has been a long time in the making, but we are sure you'll agree with us - it has been worth the wait.
We have made over 960 improvements & fixes and have introduced lots of new features in CRYENGINE 5.4, these include; Substance Integration for the reading of material archives and the manipulation of texture inputs with in-editor graphing. We have also expanded the feature set of the Terrain System, which allows for much better blending of terrain and objects within your level. We have added all new Vulkan API support and an Entity Components feature (including some Use Case documentation). Also new in CRYENGINE 5.4 is Extended Detail Bending, 2 brand new C# Templates and updates to the previously introduced Asset System which now provides improvements and extended usage across tools, with thumbnail generation and all new dependency tracking.
Carrying on we have also introduced a Pull Request facility through GitHub which allows our fantastic CRYENGINE Community to collaborate with us on improving CRYENGINE. Finally, we have also introduced a Substance Viewport Shader, a Photoshop Ultimate Texture Saver, over 30 new Particle Presets, several new Anti-Aliasing techniques, Object Linking through the Level Explorer and last but not least some updated documentation for the Project Launcher Tools. So we are sure that you cannot wait to get started - so go and get CRYENGINE 5.4 on Github HERE!
We would like to say a massive thank you to the following for their valuable contribution in the making of this 5.4 release of CRYENGINE.
For more information, see the Important CRYENGINE 5.4 Data and Code Changesarticle.
If you are upgrading from CRYENGINE 5.3, please read this topic: Migrating from CRYENGINE 5.3 to CRYENGINE 5.4.
Both internally and externally we have seen the industry embrace the concept of harnessing procedural texture creation to extend the usage of individual assets. For some time now, our internal teams have actively used Substance in their workflow so it is a logical addition to be supported within our Sandbox Editor.
With this integration we are using Substance Archive files (*.sbsar) to create Substance Graph instances and generate textures out of them. The important thing to keep in mind is that CRYENGINE implementation doesn't directly output graph outputs from a substance graph, but rather pre-configured texture outputs that are using substance graph outputs as inputs. It is also important to keep in mind that the archive still needs to be built inside of the Substance Designer where the properties are then exposed to the Sandbox Editor through the archive for the modular end result.
CRYENGINE 5.4 adds several new terrain features. Objects can now be blended seamlessly into the terrain. This dramatically extends the possibilities of current terrain editing tools, allowing for a much higher level of realism, overhanging rock faces and a much greater level of flexibility.
The selected object meshes get copied at an early stage into the heightmap mesh to become a seamless part of the terrain. While integrated objects support most of the height map properties and even 3D terrain materials.
On top of that, we introduce Soft Depth Test for terrain materials which allows for soft blending between terrain and objects on terrain.
Additionally, we have enabled in-shader auto high-pass in release 5.4 - this eliminates an additional and cumbersome step to users, which only pertained to terrain materials. Now the same diffuse texture file may be used for terrain material and other shaders.
You can even extend this further by using the new "Use Original Diffuse Map" material flag which allows you to completely match the look of terrain materials and object materials.
Release 5.4 includes a beta version of the Vulkan renderer to accompany our DX12 implementation from last year. Vulkan is a cross-platform 3D graphics and compute API that enables developers to have high-performance real-time 3D graphics applications with balanced CPU/GPU usage.
For the 5.4 release, Vulkan support in CRYENGINE will be compatible for projects on PC only, but we are aiming for additional Android support in the future.
To enable the Vulkan renderer you need either add "r_driver=vk" into your system.cfg or add “name”: “r_driver”, “value”: “vk” to the “console_variables” part of the .cryproject file. Do keep in mind that you must also run the remote shader compiler locally as the renderer is dependent on this step.
A longstanding issue within CRYENGINE has been the reliance on game code to expose and manage entities within your level. CRYENGINE's Entity Component System provides a modular and intuitive way to construct games. The technology works at both the system level and at the entity level.
The interaction model (within the Sandbox Editor) allows Developers the ability to create empty (blank) entity containers which in turn house the advanced game logic wrapped into specific components. Some examples of base components are: Mesh, Lights, Constraints and even Character Controllers. With these types of components users can develop prefabs that can be placed by Level Designers throughout a game for both standardization and exposure to Schematyc for triggering and event updating.
To help the community get to grips with the newly introduced Entity Components feature our Developers have written some Entity Component Use Case documentation. CRYENGINE users may be particularly interested in the two Combining Components Use Cases 1 RigidBody and Particles & 2 Collectibles and PowerUps that show how different Components can be combined to create some great effects. The documentation will be expanded on over the coming months, so keep your eyes peeled for further updates.
Upgraded in release 5.4 is the new "Extended Detail Bending" toggle - found in the vegetation shader. The history behind this feature comes from Crytek's Robinson: The Journey development and how we needed a more accurate and physically dependent bending solution for our vegetation.
This feature provides Artists with much more control over detail bending of their tree branches. For example, this new bending feature allows not only small micro movement of leaves, but also whole branches of trees or chunks of grass. So for example Artists can now have one large clump of grass with phased animations, this allows movement to look much more natural. Aiding in the variations we also apply a world-space mapped noise texture to simulate random breeze for even greater variation in movement.
We have added the following templates in C#:
Carrying on with our Launcher improvements, we have also expanded our selection of templates to make getting up and running with CRYENGINE even easier. Several things have been brought over from our C++ arsenal and that includes the Plugin and 3rd Person templates in a C# flavor.
We expect to add more templates to CRYENGINE in future releases, this will not only demo the beginning part of making a game, but also show finalized examples that guide you through each phase of game development.
In release 5.3 we shipped a base implementation of the new Asset System, this allowed users to directly interact with their assets and directories. We know that the most optimal solution is to never touch Windows Explorer in order to achieve the changes you want and the new Asset System updates certainly bring us one step closer to this reality. Through on-going development, we have now added direct drag-and-drop support for the Asset Browser along with other tools integration (Material Editor, Particle Editor).
In release 5.4 we have also introduced an all-new Dependency Graph to aid in the assistance of changing the paths or managing dependencies.
We have also exposed dynamic CGF switching functionality, this has the added benefit of not only having a direct thumbnail view (to preview an asset), but also the ability to select the asset that best suits your needs. This development also allows you to step down the list of assets and thus helps in finding best asset for your given scenario.
At the end of July, we introduced CRYENGINE Pull Requests to the CRYENGINE community (we felt it was worth another mention in these release highlights). This facility is available via GitHub, for general information provided by GitHub regarding Pull Requests, please refer here Pull Requests.
We have also written some CRYENGINE documentation to assist the CRYENGINE community in submitting pull requests.
We also want to take this opportunity to say a massive thank you to all of our CRYENGINE Community members for their contributions in helping us to develop the Engine. Please keep your feedback coming, (but through the normal channels).
Also in release 5.4 we bring you a custom Substance Shader that has been designed to match the viewport shading of Allegorithmic's Substance Designer and Painter software. To download the tool and for more general information follow the link underneath the image on the right.
Also in release 5.4 we bring you an extension to Photoshop - the Ultimate Texture Saver. This feature has been developed to make life much easier for Texture Artists and replaces 8 separate files with just 1. To download the tool and for more general information follow the link on the right. We hope you can enjoy the luxury of handling seamlessly all your texture maps under one Photoshop file.
Also in release 5.4 we bring you the Particle Editor Presets Library. This new feature comprises a comprehensive list of predefined particle effects such as explosions, fire, embers and smoke that can be added to your level from the off. These effects then act as the base for the creation of much more elaborate particle effects.
For more detailed information on the Particle Editor Presets Library follow the link on the right.
Also in this 5.4 release, we are introducing some new Anti-Aliasing techniques that will even further improve our graphics quality. While there is a range of different anti-aliasing methods available, finding an efficient implementation and one that provides great quality remains one of the biggest challenges in rendering. This is even more true for VR applications, where jagged edges and crawling pixels can cause severe viewer discomfort and where the rendering techniques employed have to operate within a very tight performance budget. Currently, we support the following methods:
For more information on Anti-Aliasing follow the link on the right.
Also added you can now add objects to a group and link them through the Level Explorer, for more information watch the GIF or follow the link on the right.
Finally, in release 5.4 we bring you some updated documentation for the Project Launcher Tools. We have focused in particular on the Package Build command that now allows you to redistribute your files quicker without having to wonder what to add and remove in your final build. For more information follow the link on the right.