Cryengien 5.3 vs unreal 4.14

Pretty much all projects I worked on; first person, third person and twin sticks. The problems are not in the engines capabilities, far from it. But in the tutorials and documentation that are incomplete or hard to use. The community is also a lot less involved and helpful compared to UE4 or Unity. These are things that really do matter, especially for engine first timers. Another thing is the general workflow and/or UX, and especially the content pipeline can be a major pita. Much of this is obviously subjective but you see these type of sentiments everywhere, and it shows in the way the engine is adopted.

At least for now you got a point. But i like to think of it like this. They have just added a Blueprint like beta feature. They are working on a material editor. Most of the UE4 tutorials involves ether one of them and they are for now in a crysis so for now they are working on the engine. i hope that they pull throw this and make the DOC more robust and better.

I hope so. I don’t have much faith though tbh, but I have been wrong before and time is a great teacher with these type of things:)

It will probably take a long time until the engine and the docummentation is where we want it to be. But time will tell.

CryEngine’s future is closely the same of what happened to Torque game engine.

It really depends on the 3 factors:

  1. Production lifecycle
  2. Future development
  3. Tool preference

We are in an age where one can take the code of an engine, strip it out and refactor it into a product for your purposes. If you look at the Source engine from Valve and Titanfall2, this is (perhaps) the best example of this mentality. The reason given as to why they chose to use Source where fairly indicative. They knew the engine well and liked the tools. As they refactored the engine for their uses, they had a lot of control over the engine.

So, really I would say whatever works well for you, in accordance with he skills in-house for the engine you chose to deploy.

Many people said Autodesk Stingray would fail, it is a very new 3D engine, but they are doing a great job and progressing well, they made lot of efforts on documentation as you can see
http://help.autodesk.com/view/Stingray/ENU/
They seems to head in the right direction.
So CryTeck can do it also, if they make the good changes on workflow side and documentation.

looks interesting. Cryengine’s material editor is still a pain in the ***. They have very nice features. They are trying to get the workflow and the docummentation right but is still a long way to go. Time will tell. I hope they fix this in time and keep pushing the graphical borders just like they did in 2007

I think Cryengine is already the most powerful engine among available ones now. The only thing they need to do is to improve its documentation, but even so people already mastered other engines will not change easily. It’s newcomers who may use it. And for newcomers it’s like flying in a spaceship before driving a car. So, it needs really good documentation, comprehensive API reference and lots of tutorials. But I don’t think they will realize this anytime soon. It’s been how long since they’ve released Cryengine V? Ten months, right? Look at their C++ API reference. It feels like a desert. They could have rewrite it so far.

They must drop all AI system and behaviours (or make it a separate optionnal package), this is not flexible and only usable if you wish to make it the FPS CryEngine way, they need a new AI tree behaviour editor to be usable for any AI purpose for any game genre (and stop using XML configuration files or C++ coding for such things).

Cryengine needs to make the engine workflow more like UE4. witch the are trying to do now with CE5. It’s important for appealing to ue4 users but still be it’s own engine and have it’s own unique features and tools. I like how UE4 made a manual for unity users who wants to learn ue4. Even if i hardly used that engine. I think that CE is the best Rendering engine. But far from the best engine to use. I may not use CE5 until the features that i want gets an implementation. But i gonna watch every step it takes. Because of their GI solotion. Volumetric light and fog.
Ocean etc.
I think CE will be appealing to C# and lua users. UE4 does not support that

with all respect. I find the UE4 DOC and their video TUT to one of the best i have ever seen. They explain why things happen and why this tool is good. Like blueprints. I had no clue of what to do with it. But after the YT video series i understand much more. And i beceme almost addicted to the tool. Good DOC + Userfriendly and powerfull tools is the best way to go

If I remember correctly this is the second time they’re close to shut down…and honestly they totally deserve it.

They’ve been completely rude and with a “we don’t care about small developers” attitude since the beginning, and this kept lots of users away.

The import content pipeline is a living nightmare and, because they’re arrogant, they didn’t change a thing until a year ago, when it was way too late.

Their community/forum is almost dead, it gets ages to have a reply on an issue, the documentation is not that good and the tutorial available are a bit outdated.

I tried Cryengine when Crysis Warhead came out, tested for 2 weeks, then moved to Unity and then to UDK

Tried again last year to see the improvements, and although the engine features are quite impressive, the absolutely non-friendly approach and the very steep learning curve is what turned people away after a short time.
Seriously, if you don’t use 3ds for create and import content you’re in a world of pain and suffering, because the entire import process ( for the static mesh ) is horrible…and I spent two days trying to import a skeletal mesh following the “proper” tutorials, never been able to get it work, so I just abandon the engine out of frustration and disappontment.

The main difference, compared to UE4, is that almost every issue I had with UE4 ( or way to achieve something ) was solved by a simple google search, because users are willing to share their ideas and solution.
The lack of problem solving solutions to even basic issue for CE is astonishing, and everyone who just would like to try the engine to play around or do something a bit more serious, is completely left alone.

I haven’t tested Lumberyard yet, but after this many failures I stick with UE4…I don’t care if the GI is behind the schedule, because at least I can work with the engine without being stuck for days, which is what most developers want to avoid as much as possible.

You can have all your perfect shaders, wonderfull illumination, realistic skin shaders, realistic water planes, but if your engine is a nightmare to work with, people won’t use it, period

If I remember correctly this is the second time they’re close to shut down…and honestly they totally deserve it.

They’ve been completely rude and with a “we don’t care about small developers” attitude since the beginning, and this kept lots of users away.

The import content pipeline is a living nightmare and, because they’re arrogant, they didn’t change a thing until a year ago, when it was way too late.

Their community/forum is almost dead, it gets ages to have a reply on an issue, the documentation is not that good and the tutorial available are a bit outdated.

I tried Cryengine when Crysis Warhead came out, tested for 2 weeks, then moved to Unity and then to UDK

Tried again last year to see the improvements, and although the engine features are quite impressive, the absolutely non-friendly approach and the very steep learning curve is what turned people away after a short time.
Seriously, if you don’t use 3ds for create and import content you’re in a world of pain and suffering, because the entire import process ( for the static mesh ) is horrible…and I spent two days trying to import a skeletal mesh following the “proper” tutorials, never been able to get it work, so I just abandon the engine out of frustration and disappontment.

The main difference, compared to UE4, is that almost every issue I had with UE4 ( or way to achieve something ) was solved by a simple google search, because users are willing to share their ideas and solution.
The lack of problem solving solutions to even basic issue for CE is astonishing, and everyone who just would like to try the engine to play around or do something a bit more serious, is completely left alone.

I haven’t tested Lumberyard yet, but after this many failures I stick with UE4…I don’t care if the GI is behind the schedule, because at least I can work with the engine without being stuck for days, which is what most developers want to avoid as much as possible.

You can have all your perfect shaders, wonderfull illumination, realistic skin shaders, realistic water planes, but if your engine is a nightmare to work with, people won’t use it, period
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True. Then i started the thread i just wanted some simple answers. but i became a thread about the future of cryengine. I honestly think the deserve it. I don’t hate them at all now. I think they deserve to rise again. Because if they didn’t hit rockbottom they would never have turn. But they have. And they are trying to get the engine right. Not only for the features but the industry. If they could rise it will show that consummerfriendlyness is always a good thing. yes the engine in many apspects is still a nightmare to work with. In the past they didn’t care but it seem like they have started to do it now. The engine has so much potential as a indie engine. But now the engine is to hard to use for beginners and most indies. I hate to see great tech go down.

That exactly what i mean and thought from the beginning. I want the 2 engines to push eachother. Great Tech for everyone. UE4 and CE5 users. If CE5 succeed in the end Epic may finally start to focus on proper volumetric Lightning, Realtime Gi, Water sim etc

And the stingray Engine of course

Stingray can not be a competitor with closed source and only one language to script. Yesterday I visited their forums. So many questions without answer.
On the other hand Lumberyard is growing. Amazon is doing its best, taking care to every opinion. Like Epic.

If G.I. is your concern. Then check this out.
http://www.sonicether.com/segi/

And for Unreal there’s AHR, VXGI, LPV, and DFGI. Still, it doesn’t take away the merits of what the CEV SVOGI is capable of, it runs incredibly fast for what it is and gets great results. It’s also a larger selling point than something like SEGI because the CEV just handles dynamic lighting better than any other engine right now, Crytek’s refusal to bake anything down for years really paid off in the long run with that.

Does this work for UE4?