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With CRYENGINE, we have a simple goal: To create the most powerful game engine in the industry, and to give creators all across the globe the tools to harness this power to create world-class entertainment experiences.

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 V. 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 V’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 V 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 V 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.

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The biggest thing of the development is the story trailer that we released. In the trailer you will get to know the main character Marshall Prime talking to a very important person in his life that left him. In the trailer you can also see some of the visual effect that we are experimenting with and that is the color grading and you will get to hear our original soundtrack composed by our talented team member - Shaun.

Another big thig is that we decided to reveal the concept of a main character - Marshall Prime. The concept is actuall 3D model that is captured inside the engine. It is not a final version of him in any way, but rather just a source for character artist to work with in the future.

And the last thing I would like to share with you are the minor changes in the environment. We decided to retexture some of the models in the environment and we also turned the saturation down a little bit so the game has more noire vibe. We also got inspired by the first Silent Hill game and added depth of field to the level so you don't specifically know what is happening in the other side of the room.

New Environment Test

Depth of Field

And that's all for today. Just want to say that a new video diary is on it's way so stay tuned for more intel, let us know what you think and thank you for your interest in our game.


Jan Bostl

Creative Director

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