CryEngine 3.7 Released / A Bounce for the Better ?

Several of the fixes were due to upgraded tech and also reincorporating previous tech that had been an issue with deferred rendering. Many see the engine as having smaller updates but the big thing to understand is that the engine in regards to CE has been around for years in the same framework. The framework of UE is much newer so the updates have been frequent and fast. Not to dismiss the effort and quality of the UE changelogs and community help. It is incredible and overall I have no complaints in that regard. Acknowledging the age of the engine does need to be accounted for. The final position needs to be in terms of UE and its modularity. It allows for full tweaking and caters to a larger audience and more devs in that regard. On the other end CE has had to decrease the flexibility of their engine to capitalize on the quality of the final product. When viewing the engine the best approach and sobering reality is that you need to be content with the limitations in the engine if you don’t have a full team with substantial experience in engine programming. It is not meant to be moldable like Unreal and Crytek has stated their product was never meant to be taken as a similar service. On the other hand Unreal is def making grounds in the rendering dept with their foliage and opaque shaders. Anyone in the CE community needs to continue to be open to both products because the Unreal is taking over even their most precious area of realtime visuals. The archvis people post on these forums easily beats CE in that area and the realtime procedural foliage I have seen is quality too. The one thing I have not seen to the same level is some of their SSS and other opaque-like shaders. That has improved substantially though since the engine released last year.