CRYENGINE Roadmap Update

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The CRYENGINE Roadmap has been updated today! Get the lowdown on what’s coming up.


The wait is finally over and our CRYENGINE roadmap update is now live. OK, we know it’s been a long time coming, and you may have noticed some of our goals and deadlines have been pushed out. Inevitably, as we’re sure you’re aware, software development is subject to change with shifting priorities and targets. We took a breather during this time of disruption to take a close look at our development plans and we’ve adjusted the roadmap accordingly. With the appointment of our new Technical Director, Theodor Mader, and more new talent working across our various engine departments, we’ve never been in a better position to maximize the potential of CRYENGINE and provide powerful new features, all shaped by your feedback.

Moving forward, with new processes and leadership in place, we aim to update the roadmap more regularly, ideally, once a month, and give you further insights about our CRYENGINE development and goals. This initial update adds the beta highlight widget to inform you about upcoming CRYENGINE Beta features, and is a starting point with a list of features development goals, both planned and revised.

Your feedback really does shape our development, so please keep your thoughts coming on our usual channels.

Check out a few highlights from the features on our development pipeline:

Mobile Support and Next-Generation Hardware: We’re working with Google and ARM to bring CRYENGINE to mobile and, of course, we‘re preparing CRYENGINE for upcoming hardware releases. We can’t wait to see what you can do with CRYENGINE on mobile, and, of course, we’re excited about seeing your CRYENGINE games running on more powerful consoles. Find out more about our mobile plan and register for our beta.

Scaleform 4 Update: CRYENGINE was previously limited to Scaleform 3, which meant that only older software and ActionScript 2 were viable methods for creating engaging UI. In the future, we are including Scaleform 4, which means you’ll be able to use both Adobe Animate and ActionScript 3.

Visual Scripting System: We’re as excited about this as you are. Almost all of our teams are working on and integrating with this new feature at the moment. As part of this process, we’re also undertaking a clean-up and separation of other systems, such as the Generic Reflection and Messaging systems.

Razer Chroma RGB Support: We’ve partnered with Razer to enable the Razer Chroma RGB effects API in CRYENGINE. This allows you to enhance the atmosphere and ambiance of your player’s experience by lighting up Razer Chroma-enabled hardware devices as the game is played. You can find out more about this partnership, and how we used these effects in Neon Noir, our ray tracing benchmark, in our blog or check out the video below:


Head to the roadmap to see all the detail.

If you have suggestions or feedback for the engine, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel.

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If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently. Don’t forget to subscribe to our YouTube channel, where we host a range of content including tutorials covering all aspects of the engine and game design.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

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