Glad they are still working on making it a better SDK, they have some big competition, there's very little UE4 could do better in terms of community interaction, feedback, source code access, Github, etc. You just get so much with the engine, makes it a much better value deal than CryEngine at this point.
thought they were in deep sh*t, but it looks all good now wish them the best, one thing for sure they've been pushing the graphic bar ever since they appear
i hope they add 1+1 and let the players create content for their new game.
Theres no better way to add value to the game, and give new users a good reason to start using cryengine (or learn children for the next generation of cryengine users)
Has there been exciting changes already since 3.5?
( in dev/code support, community involvement, documentation and addressing bugs? )
I really am enjoying skipping months on unreal versions.
( spending months on assets creation instead it's nice to know
that I am not paying subscription for months I know there will be no activity! )
Has Crytek adopted the same pay as u go strategy fer subscriptions?
Serious competition sure would be re-assuring. But as far as I know Cevat Yerli isn't saying anything new?
( have they ever said they were "not" committed to cryengine interests? )
If there are any awesome news in that letter, then they're really well hidden. What are they? That they'll continue developing Cryengine? That they'll still be here in 2015? That 2014 was just great (at least for CryEngine)? That they're merging some team with some other team?
well he is kind of admitting that the way they handled it before didn't work out so nice.
so its cool for them to acknowledge that.
their max 2012 plugin didn't work for about a year, thats why i never got into the engine.
hope stuff like that wont happen again.
If there are any awesome news in that letter, then they're really well hidden. What are they? That they'll continue developing Cryengine? That they'll still be here in 2015? That 2014 was just great (at least for CryEngine)? That they're merging some team with some other team?
So is there anything concrete that everyone expects to come out of this - e.g. "huzzah! Ryse engine feature XXXX will come to CryEngine, which was a real shortcoming of 3.4.x!"?
Just asking because doing things that are necessary to make your product better - e.g. merging teams - doesn't strike me as something so very special. Although I'd love if they overthink their pricing model - it's still not awesome, compared to Epic, no matter how often the "as a service" buzzwords get thrown around.
Bad written letter, concerning the situation crytek (and their employees) actually were. (or are?)
Also no big leadership - motivation/ Thanksgiving - to the employees,
to the partners, to the purchaser.
Agree with Kwramm - there are no news in it. Okay we want give out a big
package and merge everything... but then ? Whats the outcome ?
Where will Crytek be heading or focus on ? What did they learned about the mistakes ?
How should employees feel ?
A bit like : Do you want the money, or the Biiiig special box ?
Tan
is this statement enuff for u to stick with Cryengine? If so...
I am hoping u might have more illuminating news?
I subscribed to both UE4 and CE and just trying to work with both ( hard as hell to make the time for both by the way ) . In fact after some study on CE shaders now I am working on UE4's material system ( kinda alien to me you know, need time to figure it out) sooo... nothing changed for me, no
Well I don't want to get into too much details's discussion but, just wondering when he said "everything" .... did he also mean Cinebox, VR Support and so on ?
Also like I said " Takes on it ?" . Basically I wanted to hear what people would make of this. I usually ask people around like this on important things like this to get their ideas to see how different other people think than me.
Well this is quite a "small" step forward. I will wait and see like everyone else... while working on whatever fits the need best at the time
For people who didn't read it it, it's basically
1. We are very happy with success of EaaS (what success I wonder ?).
2. We are being awesome and you are awesome!
3. We are even more awesome!
4. Or previous development sucked!
5. So we change it, to be inline with rest of the world.
6. Did I mention we are awesome ?
Of course there is nothing, which could interest normal people (developers), like planned features, roadmap, access to shader sources.
Edit:
Look. I like Ce3. Especially the rendering part is still superior compared to UE4 in terms of looks and performance.
But since I'm not particularly interested in creating graphical demos... There is not much else to get.
edit2:
Comptetion would be good, but Epic is so far ahead of rest of the industry combined in terms of engine licensing, tech, and support, that I guess entire game industry is still recovering from shock at GDC ;p.
Sorry, but after all the shit i've had to go through with CryTools and their import/export process. I can't wait to never have to use that engine again.
Sorry, but after all the shit i've had to go through with CryTools and their import/export process. I can't wait to never have to use that engine again.
Man, I couldnt have said it better honestly. I was blown away initially by its graphical prowess, but man as an artist, give me unreal or unity absolutely any day of the week. Simply for its 'ease to get stuff in and going' ability.
Sorry, but after all the shit i've had to go through with CryTools and their import/export process. I can't wait to never have to use that engine again.
The "general exporting problem" of the CE of course
For example I still ( to this day) can not export my materials from Max to CE. I crate them directly inside the engine by hand ,one by one. I gave up upon figuring what's wrong with it... 2 years ago
But I agree with iniside , in terms of graphical quality/ performance CE is still superior to UE4... for now.
By the way did I mention that the thing makes CE faster is also the thing makes it hard to learn/use ? Yeah that whole "exporting nightmare" is a product of optimisation. Please correct me if I am wrong.
The "exporting nightmare" is a product of CryEngine being targeted at studios and not the general public.
If you're in a Crytek studio, or a studio that only works with CryEngine for their games, then actually all of these issues largely disappear. You'll have support from Crytek and will likely have source access to help create any middleware you need. It makes total sense for Crytek studios to have all of their software integrated in the way that it is.
HOWEVER
i can't even count the number of times clients complained to me that the .max files i sent them had plugin errors or missing components because i had Crytools installed on my machine. or that a .tiff file i'd sent them had been "corrupt" because Crytools had automagically renamed it to .tif for me and changed part of its metadata.
Crytools (if you're not a CryEngine exclusive user) are almost malware.
I just meant that all these .tiff ->dds , i_caf -> caf , .cry . skin. chr. things only to get a single model in engine are built around the idea of using own formats to reduce size and creating modularity to increase performance and options.
The "exporting nightmare" is a product of CryEngine being targeted at studios and not the general public.
If you're in a Crytek studio, or a studio that only works with CryEngine for their games, then actually all of these issues largely disappear. You'll have support from Crytek and will likely have source access to help create any middleware you need. It makes total sense for Crytek studios to have all of their software integrated in the way that it is.
HOWEVER
i can't even count the number of times clients complained to me that the .max files i sent them had plugin errors or missing components because i had Crytools installed on my machine. or that a .tiff file i'd sent them had been "corrupt" because Crytools had automagically renamed it to .tif for me and changed part of its metadata.
Crytools (if you're not a CryEngine exclusive user) are almost malware.
haha that cryhelper that ended up in ALL my scenes, after working for them, yes that was a nightmare ^^
Of course instead of using crytiff like plugins to reduce texture size from 2 MB to around 500 kb there is always options like UE4 + Quixel basically doing the exact same thing. Soo... you are kinda right tough not exactly
You realize that CryTIFF essentialy produce meta data for stanard DXT texture compressions ? Then save it in cutom tif file, from which then DDS textures are extracted.
It's exactly the same as in bazillion other engines. The only difference is in CryEngine you need specific plugins, and to fallow specific naming convention -;-.
@ iniside Yes I am aware as I said. But I didn't know that every engine was capable of nice compression rates by themselves ( without 3rd party programs) until now. Because this is what I understood from your post just now. Or did I get it wrong ?
@ iniside Yes I am aware as I said. But I didn't know that every engine was capable of nice compression rates by themselves ( without 3rd party programs) until now. Because this is what I understood from your post just now. Or did I get it wrong ?
All engines use dds (DXT) compression by default. Some use slightly modified version, for normal maps, or other special to engine textures.
And NVIDIA Textures Lib is widly used for compressing them. The main difference is that UE4 handles it on importing, while CE3 forces you to use some odd plugins for photoshop 0o.
All engines use dds (DXT) compression by default. Some use slightly modified version, for normal maps, or other special to engine textures.
And NVIDIA Textures Lib is widly used for compressing them. The main difference is that UE4 handles it on importing, while CE3 forces you to use some odd plugins for photoshop 0o.
Thanks for teaching me mate. You are the man. ı'll look back into this deeply and even convert some textures on both UE4 and CE to see how well they handle things.
Unreal 4 will automatically compress all of your textures for you into the relevant DXT compression format based on the settings for that texture. It then strips unnecessary data out at cooking time to reduce the size of final assets ready for distribution.
That's technically incorrect. CE3 doesn't force you to use the Photoshop plugin. In fact, if you know the command-line arguments for rc.exe you can get it to compress your .tif files any way you want. But personally I would rather just use UE4 or Unity and change the compression options with a GUI that comes with the engine, and I'm sure I'm not alone.
Replies
Edit: but seriously, sounds very interesting!!! Will be looking forward to it...
Still going to stick with UE4 though
Cryengine - 3D engine for game creation
i hope they add 1+1 and let the players create content for their new game.
Theres no better way to add value to the game, and give new users a good reason to start using cryengine (or learn children for the next generation of cryengine users)
( in dev/code support, community involvement, documentation and addressing bugs? )
I really am enjoying skipping months on unreal versions.
( spending months on assets creation instead it's nice to know
that I am not paying subscription for months I know there will be no activity! )
Has Crytek adopted the same pay as u go strategy fer subscriptions?
Serious competition sure would be re-assuring. But as far as I know Cevat Yerli isn't saying anything new?
( have they ever said they were "not" committed to cryengine interests? )
is this statement enuff for u to stick with Cryengine? If so...
I am hoping u might have more illuminating news?
so its cool for them to acknowledge that.
their max 2012 plugin didn't work for about a year, thats why i never got into the engine.
hope stuff like that wont happen again.
the big news is the team- and codemerging.
So is there anything concrete that everyone expects to come out of this - e.g. "huzzah! Ryse engine feature XXXX will come to CryEngine, which was a real shortcoming of 3.4.x!"?
Just asking because doing things that are necessary to make your product better - e.g. merging teams - doesn't strike me as something so very special. Although I'd love if they overthink their pricing model - it's still not awesome, compared to Epic, no matter how often the "as a service" buzzwords get thrown around.
Also no big leadership - motivation/ Thanksgiving - to the employees,
to the partners, to the purchaser.
Agree with Kwramm - there are no news in it. Okay we want give out a big
package and merge everything... but then ? Whats the outcome ?
Where will Crytek be heading or focus on ? What did they learned about the mistakes ?
How should employees feel ?
A bit like : Do you want the money, or the Biiiig special box ?
I subscribed to both UE4 and CE and just trying to work with both ( hard as hell to make the time for both by the way ) . In fact after some study on CE shaders now I am working on UE4's material system ( kinda alien to me you know, need time to figure it out) sooo... nothing changed for me, no
Well I don't want to get into too much details's discussion but, just wondering when he said "everything" .... did he also mean Cinebox, VR Support and so on ?
Also like I said " Takes on it ?" . Basically I wanted to hear what people would make of this. I usually ask people around like this on important things like this to get their ideas to see how different other people think than me.
Well this is quite a "small" step forward. I will wait and see like everyone else... while working on whatever fits the need best at the time
...but you never know with Yerli, he talks an awful lot of shit.
LOL Damn right. Hence the hesitation
For people who didn't read it it, it's basically
1. We are very happy with success of EaaS (what success I wonder ?).
2. We are being awesome and you are awesome!
3. We are even more awesome!
4. Or previous development sucked!
5. So we change it, to be inline with rest of the world.
6. Did I mention we are awesome ?
Of course there is nothing, which could interest normal people (developers), like planned features, roadmap, access to shader sources.
Edit:
Look. I like Ce3. Especially the rendering part is still superior compared to UE4 in terms of looks and performance.
But since I'm not particularly interested in creating graphical demos... There is not much else to get.
edit2:
Comptetion would be good, but Epic is so far ahead of rest of the industry combined in terms of engine licensing, tech, and support, that I guess entire game industry is still recovering from shock at GDC ;p.
Man, I couldnt have said it better honestly. I was blown away initially by its graphical prowess, but man as an artist, give me unreal or unity absolutely any day of the week. Simply for its 'ease to get stuff in and going' ability.
The "general exporting problem" of the CE of course
For example I still ( to this day) can not export my materials from Max to CE. I crate them directly inside the engine by hand ,one by one. I gave up upon figuring what's wrong with it... 2 years ago
But I agree with iniside , in terms of graphical quality/ performance CE is still superior to UE4... for now.
By the way did I mention that the thing makes CE faster is also the thing makes it hard to learn/use ? Yeah that whole "exporting nightmare" is a product of optimisation. Please correct me if I am wrong.
The "exporting nightmare" is a product of CryEngine being targeted at studios and not the general public.
If you're in a Crytek studio, or a studio that only works with CryEngine for their games, then actually all of these issues largely disappear. You'll have support from Crytek and will likely have source access to help create any middleware you need. It makes total sense for Crytek studios to have all of their software integrated in the way that it is.
HOWEVER
i can't even count the number of times clients complained to me that the .max files i sent them had plugin errors or missing components because i had Crytools installed on my machine. or that a .tiff file i'd sent them had been "corrupt" because Crytools had automagically renamed it to .tif for me and changed part of its metadata.
Crytools (if you're not a CryEngine exclusive user) are almost malware.
I just meant that all these .tiff ->dds , i_caf -> caf , .cry . skin. chr. things only to get a single model in engine are built around the idea of using own formats to reduce size and creating modularity to increase performance and options.
But is this fact being told to you ? Nope
haha that cryhelper that ended up in ALL my scenes, after working for them, yes that was a nightmare ^^
You realise that's all complete BS, right?
You have the option in the SDK to make the change you need.
The whole concept is different.
For Unreal you make your stuff in different programms, use standart formats
and importing it. Inside the SDK you make the changes.
For Cryengine you need specific tools from crytek, need specific 3d programms for the tools and importing the optimised file.
Of course instead of using crytiff like plugins to reduce texture size from 2 MB to around 500 kb there is always options like UE4 + Quixel basically doing the exact same thing. Soo... you are kinda right tough not exactly
I just said what I thought about the workflow.
It's exactly the same as in bazillion other engines. The only difference is in CryEngine you need specific plugins, and to fallow specific naming convention -;-.
Can you provide examples of «superior» look?
plastix
Don't... Just.... don't.
You know what I mean
All engines use dds (DXT) compression by default. Some use slightly modified version, for normal maps, or other special to engine textures.
And NVIDIA Textures Lib is widly used for compressing them. The main difference is that UE4 handles it on importing, while CE3 forces you to use some odd plugins for photoshop 0o.
Thanks for teaching me mate. You are the man. ı'll look back into this deeply and even convert some textures on both UE4 and CE to see how well they handle things.
No fiddling with silly external tools required
I dont know what you mean
And that's all to be said, really.