Unreal Engine 4 or Cry engine 3. Why?

Let me help:

://www.glassdoor/Reviews/Crytek-Reviews-E347451.htm

Read the ones especially with 8+ years of work there. They are the ones that brings the most light.

For example I think this one summarises all:

://www.glassdoor/Reviews/Employee-Review-Crytek-RVW5486561.htm

Also

%100 agree. the only one more thing I wish from UE4 is a very nice quality and high performance real time GI solution. Not like current LPV. Just like the one in CryEngine. Just a couple of sliders and a sun/ moon. No fuss no muss.

Who knows with this speed maybe one day ??? One can dream…

Sometimes I even think community for Epic is higher priority than developing the engine itself. :wink:
There’s nothing people want and don’t get here.

Long live Epic.

Wow… mate… I know we are on UE4 forums, but slow down a bit…

I really wish I had a few feature from CE3 in UE4 like:

  • real time GI, superb render
  • editor designer is much better, is like you have a better version of Sketchup inside the editor
  • AI is super easy to use/implement, I’ve screamed several times on UE4 forums for something similar like AIPath from CE3 and no response at all, more like UE4 dev’s didn’t even bothered to reply about them.
  • C++ is much easy/friendly to use, UE4 is huge as code and dev’s expect us to know everything about it to do something, what’s wrong imo, I better prefer to have an simple “front/public” easy API

I am using full time UE4, but I am with an eye on CE3, especially on 3.7 update also. Mixed feelings:)

Honestly, I want Crytek to stay in the game. Just as example of last years experience, when only Unity survived as a major player, and we all know what happened with engine development, price, and asset store focus. Competition is good.

https://imgflip/readImage?iid=1509839

Yesterday, during twitch stream my question about GI is answered by a random people. Here:

From 4.8 I’ll be using this all the time.

Take a look at CryTek’s webpage and see how many openings they have. All those positions are certainly NOT because they are expanding. :slight_smile:

I don’t see anything wrong with that, peoples come and go in every company.

I tried all sorts of engines prior to getting UE4 (recently). I used Cryengine. Stunning graphics for sure. But lack of information and lack of tools drove me away. I was actually shocked when I subscribed to UE4 and first started looking at it. WOW. No **** comparison between the two in terms of available tools, and ease of development and deployment.

But I have read a few comments about when you cancel their subscription you loose everything. Not true, it’s just like UE4, you cancel you can still work and build with what you have, but you need to resubscribe for updates and to release.

I dont understand why people are saying Cryengine has a lack of documentation.
It documents everything perfectly well.

The only difference is, there documentation is there to be read. Not watched on youtube. Watching youtube training videos does not = documentation.
Having used Cryengine for long means i spent a lot of time reading.

Where as in UE4 i hardly read. I watch videos.

They opened a community manager position again… what happened to Cry-Marcel? Anyone knows?

UnrealEngine4 for life :stuck_out_tongue:

Marcel should be there. I think I have just seen him there. Wait a sec.

Yeah . He is there

As much as I could understand they plan on following Epic and making twitch stream, events whatever. At least that is what I get from reading the description.

[QUOTE=
Marcel should be there. I think I have just seen him there. Wait a sec.

Yeah . He is there

As much as I could understand they plan on following Epic and making twitch stream, events whatever. At least that is what I get from reading the description.
[/QUOTE]

Well, their time is gone already.

Disagree. CryEngine still uses the old Specular/Lambert methods for their shading. If somebody knows HOW to use Unreal properly, it can **** all over CryEngine.

CryEngine runs terribly, on almost all hardware. Does anybody remember the specs for Crysis 2 when it came out? Utterly ridiculous, in some respects they still are! Unreal scales it’s renderer to every platform, and it ALWAYS runs well. Good Graphics isn’t just about being able to light things nicely, it’s about performance as well.

Koola’s visualizations, combined with the Unreal Paris example recently put CryEngine to shame. Don’t get me wrong, it looked stunning back in it’s day, but nowadays I personally think it’s massively outclasses.

CryEngine is cutting edge graphics and fairly easy-to-use SDK (if you know a thing or two) makes it the best in my opinion.

You know when Sinead O’Connor wrote that song, “Nothing compares to you”? That was about the community at unreal. bearing in mind that the forum is a free service, and you can still run into epic staff for help. That is support you can’t really put a price on. An example of it would be the way has been helping me out with my UV issues this week. As a software engineer, I have come to realize that providing good support is as important as making a good product, and the unreal engine has a community which is just so good. Reminds me of the programming forums of yesteryear before we let the hipsters in.

EDIT : Before I get private messages, I don’t think she actually wrote the song… but you know what I mean…

Well let me tell you, after trying to develop a FPS on the CE3 for nearly 3 years, I can assure you that the switch to UE4 was the greatest decision our team has have ever made.

LOL mate… you got any game dev experience before jumping into CE3? … just asking…

Nothing he said was untrue, CryTek did have a mass exodus of staff last year and a lot of their development community are migrating to other engines. That’s not to say they won’t recover. In response to your points:

-UE4 has / will have an implementation of real-time GI, although it’s unclear how well this will work with foliage. There is also an experimental implementation of LPV, which is the technique used by CryEngine. In most other regards UE4’s renderer is more advanced, and it’s easier to access advanced functions through the node-based material editor. CE3’s material editor lets you assign basic maps and that’s about it. Anything else and you’re writing shaders yourself.

-I’ve never been a fan of Unreal’s BSP tools, but the general UI is more concise and well organised than CE3’s in my opinion.

-You’ve been facepalmed twice already so, I won’t.

-So you prefer to have an easy-to-use, simple way to control the engine functions without C++? Sort of like a visual scripting system? I agree, this is a system UE4 very badly needs :wink:

I think this a point that’s lost on a lot of people - CryEngine can look very pretty, but it almost always runs terribly. CryTek got away with it, because so what if 30% of people can’t run your game if you’re selling millions of copies? When you’re a small developer, that 30% matters a lot. And even when CryEngine does run on lower end machines, it requires turning a lot of important features off and it looks like something made in Unity.

I did not talk about UE4 UI what rocks imo, I was talking exactly about CE3 designer feature, which allows you to do meshes inside editor.

Alright, I misread your post a little there. There’s nothing CryEngine does with CSG that you can’t do with UE4, though - it’s just a case of getting used to UE4’s interface. The developer of ProBuilder (Unity plugin) is planning to port it to Unreal, which would solve this problem.