Epic Games is likely the most popular game engine builder in the world. Many industry professionals believe John Carmack missed a HUGE opertunity by not licensing id Software’s proprietary engines that were used to power Doom and Quake many years ago. It was just after that time when the original Unreal was released, and the Unreal Engine came into being. Since that time the engine has grown in popularity. It wasn’t used in consoles as much because there was little need. Before this current generation of videogames, most titles had their own individual game engines. That archaic style of programming and design fell by the wayside once HD graphics came into being. It was during the early years of the PS3 and Xbox 360 when console game development slowly started to mirror that of PC game development and the need for a cross platform engine that could be highly customized and used on multiple titles at the same time really surged in popularity. It was hugely successful, and at E3 Epic Games revealed the first public glimpse at Unreal Engine 4.
Today CVG sat down with the big boss over at Crytek to discuss the power of their next-gen CryEngine. Cevat Yerli really trash talked Unreal Engine 4, and essentially said this is something Crytek had three years ago. Here’s his exact words.
“The only thing I can say is that CryEngine 3 already exists at the quality of Unreal Engine 4. It already exists for three years now. You can go back three years ago to the GDC videos. What we put out there is pretty much what Unreal Engine 4 put out now. And what many others are doing now too. We haven’t really put out our latest stuff yet. Pretty soon you’re going to see the next iteration of CryEngine, and I’m not putting a number behind it, just the next iteration of CryEngine. Very soon. But we already said, CryEngine 3 is next-gen ready since three years ago. We stand by that. If I look at what people call next-gen technology now, it’s what we were seeing three years ago. We already had massive particle systems, we already had GPU rendering, all these things. Deferred shading. We had tessellation already since we shipped Crysis 2. We already had DX11. We didn’t just talk it up as tech demos, we have games that are shipped and are doing it.”
Them’s fighting words! In truth the original CryEngine was a technological breath-through, but it hasn’t had quite as much success in the console space, compared to the Unreal Engine. Crytek is hoping to change that moving forward. Here’s a look at the CryEngine 3.