Us that mean. Their markeplace are still profitable ?
Why don’t you go there in their forums and ask?
I study and have installed all the public engines, Lumberyard, CryEngine, Unity, Xenko, although in studio I only work on UE4 and I would hate have to work on any of the others for a commercial project.
Many people and studios are still using CryEngine (brave people tbh) mainly for “visual” things because when it comes to actually program a game they provide zero documentation on engine API.
So… Indies will still run away from CryEngine until they create real programming documentation like what Unity and Unreal have, meanwhile most stay far from it.
It’s 2018 and C++ docs of CryEngine is the same state I first look at back in 2011.
Anything a little bit advanced and, good luck there, you’re lost in your own thoughts.
But, I know you are only interested in marketplace sales, this is all you post about so… Don’t waste your time. Nobody buy anything from their marketplace.
Amazon is an entire different league…
In such a short time spam they surpassed quality of Unreal’s documentation.
For example, I was today searching for how these engines deal with code reflection;
At first I was lost in docs because, so many pages explaining everything, but Amazon explain so nicely:
Now; When someone look at these docs, then look at CryEngine and find out there’s nothing explained at all… which one do you think people would go with?
I’ve been looking about again, I’d say Lumberyard is the most promising engine in recent years. Although it’s still somewhat in an alpha / beta stage whilst they try to tackle the remaining legacy CE components. In 1.9 it was very slow to build, crashed a lot and some of the systems were erratic. Although c’mon the toolsets and features are incredible, it’s probably the most complete 3D engine I’ve come across.
I’m excited about LY’s future, once it’s up to speed it’ll be a force to be reckoned with… I hate to say it but Unity with SRP / HD is probably the best looking “real-time” engine at the moment IF you know how to leverage it (plus grab one or two asset store bits), although I think Unity’s in a similar position to Lumberyard… There’s still a lot of legacy stuff in there weighing it down, in some places it’s oddly extremely well optimized and in others it’s all over the place…
A lot of the major issues are being fixed, GC with new mono, mixed mode lighting works now, Enlighten can bake terrains pretty quickly (on my machine at least) and it’s stable… Some of Unity’s sub-systems aren’t very well thought out (still) and there’s a lot of holes in places, but again they are trying hard and it’s working… Recent additions like pro-builder, textmesh, in-built shader editor, cinematics tools etc. have been a welcome sight.
I’ve been using UE as my main engine for a while now, you can tell it’s an engine made by game developers… Very well thought out, systems for doing more than just adding eye candy and even if it’s “eye candy” it makes sense. Post processing bounding boxes, AO / skylights to blend indoor / outdoor scenes instead of relying on rubbish like eye adaption. It’s functional and you don’t have to go to extreme lengths to fill in gaps, sure it’s a “clunky” engine compared to both LY and Unity in iteration speed. Also documentation on the C++ side needs work but on the whole not much to complain about.
There’s no such thing as a “perfect engine” and it’s generally your project which dictates your path.
But… I have to say tho, to be entirely fair;
CryEngine 5 is still the fastest renderer outputting the best performance / quality per frame yet.
Not for interiors or static lighting.