CryENGINE 3 free SDK 3.4.0 released

It should come as no surprise that we at GTD are excited about new engine tech, considering the fact that we have a long history of appreciation for cutting edge visual effects. Keeping that in mind, the latest iteration of the freely distributed CryENGINE SDK is impressive, showing off some great DirectX 11 effects that you might come to expect from the most hardcore graphically intensive PC games. Check out Crytek’s list of newly implemented features:

  • Revamped DirectX 11 Tessellation
    DX11 support and tessellation has come a long way since Crysis 2. Phong, PN triangles and displacement maps, along with no need for pre-tessellated assets, makes CryENGINE’s DX11 support among the best in the industry.
  • Multi-layer Navigation Mesh
    The multi-layer navigation is a powerful new and easy-to-use navigation system that AI agents utilize to path-find through game maps.
  • Improved Skin Rendering and Eye Shader
    New scattering approach gives more realistic rendering with fewer artifacts. New settings, checkboxes and sliders for things like oiliness, iris control, colors, pupil dilatation, tessellation and parallax support make CryENGINE character rendering more advanced and customizable than ever before.
  • Advanced/Improved/Extended Glass Shader
    The glass shader is a specialized tool for rendering glass-based surfaces. It can represent a wide range of glass types, including regular windows, stained glass, leaded glass, beveled glass, some crystal types and some types of transparent plastics as well. The improved glass shader now also boasts features such as a dirt layer designed to produce extremely realistic-looking glass surfaces complete with dust and dirt, differential fog and refraction blur.
  • Improved glass rendering.
  • Geometric light beams.
  • Point light shafts.
  • Time of day based filmic HDR tone mapping.
  • Curves and key tangents for time of day.
  • User controlled per cascade shadow bias through time of day.
  • Improved transitions between levels of detail.
  • Volumetric fog features extended and improved.
  • Improved distance cloud shading.

If some of that doesn’t make much sense to you (“User controlled per cascade shadow bias through time of day” is difficult for anybody to understand), the trailer at the top does more than enough to explain.

Source: Crytek (Crydev News)