Is Lumen more performance heavy than old dynamic lightning or less?

is this something new? last time I’ve checked cryengine was dead, apart that scam game set in space with expensive dlc ships, no one seem to use this engine.

Not new, its been around at least 2 years or so.
The engine is anything but dead.

It’s just not aimed towards amateurs so you don’t get a billion trash projects out of which 3 eventually reach publication.

I believe KingdomComeDeliverance was also cryengine (either way a very poor representation of quality so you can probably ignore it).

Crytek is allegedly (they are hiring) working on crysys 4, so we are hopefully going to see quantum quality leaps yet again.

And I think their last published was Hunt showdown. Never played it. No idea / not my style either.

Development wise, they released another long term service update not long ago - unlike epic, who doesn’t even bother providing service :stuck_out_tongue:

wait, what do you mean epic doesn’t provide updates? this unreal 5 is a new tool and had already three updates.

the kingdom come deliverance is a fine example of why cryengine is not a good engine. the issues of that game, limitations on number of characters in the game was a result of the engine not being able to support many units. the game looked fantastic, was really nice to play, but it has this problem of not being able to support many actors in the level.

Same with star citizen, it will never get out of alpha because they are not technically able to have many characters in the level. ships or humans. They promised a MMO and at max they can have old type of multipler with limited numbers.

But if crytek is trying to fix these issues for the next cryengine that will be nice.

In KCD there are scenes with over 100 skeletal meshes in the same area as you. So its already better than UE4 90% of the time - While being a crap game basically made by amateurs which only bacame decent after a year of bug fixing and re-working.

Long term support doesn’t mean updates.
Maybe read what LTS is first. Instead of just assuming that too.

And my opinion on Star Citizen is that it has always been a pyramid scheme. What they can or cannot do has nothing to do with them ever releasing.
In fact, its probably better if they never release considering how flawed the idea behind it is. Has nothing to do with the engine in use…

Ps: how do you do software but don’t know what LTS means exactly?

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I’ve played that game, where did you seen or fight 100 skeletal meshes? What are you talking about?

I’m not comparing unreal with cryengine or saying which one is greater, I’m pointing stuff that cryengine had issues at the time I’ve checked. If this has changed and improved from that time that is fine, but don’t try to sell me that Kingdom Come has all these units around (that you can also interact with)

There are several points in the story with tons of skeletal meshes.
Regardless; your outburst about a specific game inplemented by a less than decent company is hardly a metric to be used to gage the viability of an engine.

In fact, its very much akeen to you blaming your pencil over your misspellings.

All in all, it’s about as puzzling as you not knowing what LTS means and dealing in software…

where?

what this has to do with anything, I don’t get it.

Skeletal meshes and their supported counts are an interesting problem in real-time graphics, especially as the technology’s been evolving lately.

If by skeletal mesh you mean NPC as a whole, then that can be a complex puzzle. An NPC’s programming stack can have massive implications on perf, whether they’re designed to stand around and say dialogue vs. move/collide/fight the player intelligently. That can have both CPU and GPU ends. Then there’s the asset itself, which depending on polycount, rigging method, texture programming/animation and more, can also have a wildly varying cost. On top of that there’s ray-tracing, for whom skinned meshes of any sort are incredibly costly because you have to constantly rebuild the acceleration structure.

While I couldn’t speak for Cryengine, I know Unreal has parts of this pipeline covered under defaults, others not. That being said, I’m not sure how easy it would be to tell what aspect of perf is an engine’s fault or a developer’s implementation.

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That is a bit of a deep question.

A lot of it - a lot of what I repair/see in other’s projects - is 100% poor development.

You have to have a lot of knowledge, and hands on experience, even to test out / benchmark things.

As a general rule, you want to baseline things as much as possible. The more basic your test, the more likely their results will scale as imagined.

The main thing to test - and what is relevant in this topic/discussion is Graphics.

When it comes to skeletal meshes, you are usually involving more than just graphics. Still.
You can devise a simple test to get a feel for how many can be rendered and separately animated.
In fact its probably a good idea to do so with a standard byped skeleton.

However you also have to pay attention as to what you load/overload. CPU vs GPU. Etc…

It’s a lot of setup, and a lot of work. But if you do it right, you can get an idea of how well the finished project will run…