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CryENGINE 5.5 veröffentlicht

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Ab sofort steht euch die CryENGINE in Version 5.5 zur Verfügung. Das Update erfolgt via CE-Launcher.

 

CRYENGINE 5.5 Release Highlights

SVOGI Improvements: SVOGI, the feature which allows developers to create scenes with realistic ambient tonality, now includes a major advancement with SVO Ray-traced Shadows offering an alternative to using cached shadow maps in scenes.

Documentation Overhaul: As requested by the community, redesigned and updated documentation arrives for designers, artists, programmers, and anyone who uses the Sandbox Editor. Veterans and newcomers alike will be able to quickly find what they need.

Flappy Boid: Flappy Boid is a fun, accessible, and now comprehensive onboarding course enabling users to learn core game development concepts while building a finished game.

Sandbox UI/UX Changes: The Sandbox Editor improves workflow, performance, and optimization, making the development process quicker and easier.

Terrain Object Blending: Users can mark Entities with a Mesh Component to become a part of the terrain mesh, empowering more realism, especially with snow and sand scenes.

Updated Entity Components: Multiple new and legacy Components come to the new Entity System, including the porting of legacy rain and water ripple Entities and a new VR Camera and Interaction Component to get users up and running with their VR project quickly.

C# Upgrades: C# assets can be created directly inside of the Asset Browser and functions may be exposed to Schematyc for use inside of Entity Components. C# users will now be able to debug through Visual Studio via a new extension.

Terrain System Improvements: Blend multiple materials and use a new displacement option in the sculpting tools for even more realistic terrain.

Game Platform Plugins: A new Game Platform plugin allows for easy access to common distribution platforms and data transfer protocols, including Steamworks and PSN APIs.

CRYENGINE Versions and Full Editor Source Code: Users can submit pull requests, access the full Sandbox Editor source code, and get preview releases via GitHub. Preview releases will also continue to be made available via the CRYENGINE Launcher.

Unity Migration Guide: Unity Engine users can transfer their skills and content to CRYENGINE quickly and easily with our easy-to-use migration guide.

New Sandbox Level File Format: This feature brings the ability to place level files anywhere within the project directory, and allows for dynamic population.

Automated Packaging and Backing Up: Non-coders can simply share and release CRYENGINE content with new package build functionality within the CrySelect interface. A new Backup Project tool makes backing up projects simple.

You can read the full Release Highlights and Change List in our CRYENGINE 5.5 Documentation pages.

 

 

"CryENGINE® 5 - Sammelthread" @ Crytek-HQ.com
"Changes" @ CryEngine.com
"Download" @ CryEngine.com


Heads-Up: Crytek is deprecating 32-bit support after CE 5.5

With loads of new and exciting features in this major release, we also need to clarify on a decision we made moving onward to CRYENGINE 5.6 that unfortunately will take something away from the community. We will discontinue support for 32-bit Windows platforms from here on out. This means CRYENGINE 5.5 is the last engine version that you will be able to develop games for 32-bit systems with.

There are several reasons on our check list that lead to this decision. We have to set priorities in development and direction to support our core platforms in the best possible way. Spending resources on supporting 32-bit systems would take away this priority and slow down our development.

Some technical factors:

  • The maximum amount of memory a 32-bit application can use is 4GB.
  • The Vulkan renderer is not supported on 32-bit operating systems (which precludes supporting 32-bit Android devices).
  • We do not support 32-bit Linux.
  • Game builds will be smaller, and therefore faster to transfer.
  • Vendor support for these platforms is decreasing across the board (affecting middleware and related tools out of our control)

While we appreciate our CryENGINEERS wanting to develop for a broad audience of players, we see 32-bit systems are on the decline, and it makes more sense for us to focus on supporting new platforms like Android/mobile and further look into improving VR/AR development solutions. As we look forward, we will keep providing CRYENGINE 5.5 and previous versions which will be available to those developers who want to develop for 32-bit systems.

 

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