Q: Where's my PBR?!
You may have noticed a certain CRYENGINE trailer that was recently released, showcasing some of the new features we're working on. We're very eager to get these features into your hands and this is a preview of what we're currently working on. So, stay tuned, it is coming soon
Q: Where is the changelog?
Unfortunately for this release it is impossible to provide a change log
Q: Where are the docs? Is there supposed to be new documentation?
This will be ready in the next couple of days
This week also sees a major update to Crytek's free CRYENGINE® SDK; granting non-commercial users access to a raft of the new features that recently helped to make Crysis 3 a visual benchmark for gaming
The update to the free SDK will take user feedback on board and remove some restrictions, which prevented users from working offline.
I hope that the new "CryEngine" video was showing "Free SDK" features...
Not just touting the new features that only the "full license" users get
Nah it's the real thing. Only difference between full licensees now is the full sourcecode, now that the login is finally gone.
Replies
That what makes it so exciting for me personally, finally getting a chance to play around with that.
wait, so the latest freeSDK (3.4.5) has all these new PBR features ?
i am downloading as i type, but asking anyways.
3.4.5 is the current version, 3.5 will be the update.
So not yet, but somewhere this week ^^
Not that I complain but for the emperor, how long can we use simple texture-slot/slider material editor ?
Now that I had chance working with material layering I doubt I will be able to convince myself that painting every texture from scratch and mesing with sliders is fun thing to do.
In a production environment running unique shaders on everything will grind your game to a halt, even if your shipping a game on UDK you will only have a limited amount of instanced shaders (Compare the performance of Mass Effect 1 to Mass Effect 2). So you never really have the freedom anyway. It can be frustrating that CryEngine doesn't offer the freedom of something like UDK, but realistically if your making an game everything is much more focused.
Another example is that in UDK you would probably have to spent days setting up a proper skin shader, but in CryEngine its only a few clicks away with enough sliders to tweak it as you want.
So yeah, I personally would love to see a node based material editor in CryEngine, but from a production standpoint something like that would need to be limited to make sure things didn't get to expensive. Its great for portfolios and prototyping, but not so great for final game.
Rendering time saver is smaller if you using only simple materials. Using very complex unique material for every object will crush you perfomance, but this can be said for any other engine.
On the very basic level, both systems work very much the same (you don't have to build any advanced shader network in unreal, you can just plug basic values into material attributes). It might noe yield best results, but it have been vastly improved in UE4 and in UE4 you really doesn't need any advanced material networks.
Main diffrence is that Unreal materials are extensible by design, while CryEngine are not.
I'm aware that it somewhat works in 32 bit mode, but I'd love to get it working without any fiddling around and renaming files.
https://twitter.com/cryengine/status/370499638685868032
If it does, I think DX9 users will be lacking with a majority of the features. The update is also bringing all of the features that were shown in the Crysis 3 tech demo too, which were more visual enhancements that probably relied heavily on DX11. I think PBR itself requires DX11 too.
ITS HERE!
Also - http://groot.sstwrt.eu/CRYENGINE_PC_v_3_5_3_FreeSDK.zip
Different servers so one link may be quicker than the other.
Any where they list the changes for this version?
(also edited in in the OP)
oh man,
DAT MIRROR SPEED! 13 mins to download it haha.
-Mannequin editor
-Lens flare editor
-new LOD tool
-Area lights :thumbup:
-RigidBodylight (use a mesh as light? not sure)
-POM with silhouette (never seen that before, correct me if I'm wrong)
-some misc things out of crysis3 (updated rain for example, water seems better)
thanks for the mirrors, but i am getting some error extracting. anyone else getting same problem ?
wheres the changelist?
Edit - Nevermind, they changed the level directory. It's now C:\Cryengine3\GameSDK\Levels
Did not find anything on the googles either.
Almighy_gir: custom shaders/shader editing has never been possible in the SDK.
edit: to slow
well... fuck.
Some very legit ladder usage in this update
Unpacks fine here - http://i.imgur.com/ANHSGyF.png
MD5 Checksum of the final .zip should be 00790365dcbe244cdd1516da37636935 if that's any help.
Seems to be related to this.
http://www.crydev.net/viewtopic.php?f=326&t=114112
missing .dll, when I copied it over from an old install the cubemap generate started working again.
this pretty much makes the SDK useless for high quality presentation with close ups. thinks like eye lids, lips etc gets all distorted. even with separated mesh chunks there is very visible distortion.
i've been told that character meshes have better optimization as well, as long as they're exported as characters and not posed static meshes.
anyways, in my previous tests the head was separate mesh from the body but that didnt help much.
It is an issue they are currently fixing a patch should hopefully come out very soon.
http://www.crydev.net/viewtopic.php?f=355&t=114211
yeah enviro probes just make a big pink mess for me I hope this fix comes out fast!
Hmm, that might explain why I got some weird FP issues with a gigantic 16 km x 16 km terrain test
The environment probes works for me after copying over the old .dll, however they take longer time to render than before.
Good to know they are fixing it though.