Crytek has released a CryEngine 3 SDK update and here's the trailer attached to it that shows the key enhancements as well as the PR for listed details.
Crytek Places More Power at Developers’ Fingertips with the Arrival of the next free CryENGINE 3 SDK Update
Version 3.4 now available at crydev.net
Frankfurt (Germany) ,April 13, 2012 – Further increasing the creative power at developers’ fingertips, Crytek today announced the arrival of a feature-filled update to its award-winning game development solution, CryENGINE 3. The CryENGINE 3 SDK now presents users with brand new tools to tap into, including revamped DirectX 11 tessellation, advanced character rendering options, improved AI system and much more.
Among the key enhancements free CryENGINE 3 SDK users can look forward to in version 3.4 are:
· 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 refractionblur.
On top of these key updates, version 3.4 of the free CryENGINE 3 SDK addresses a number of bugs from previous releases and gives developers access to further improvements that include:
- 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
@GriftGFX: Then I'm doing it wrong, because I honestly never cared much about mouse acceleration being on or off. Nor noticed much difference besides in some games where it seemed to be more fast. (0 minute ago)
I just went with the dealwithit route. There is now a fix for both FC3 and Blood Dragon. Blood Dragon shipped broken and difficult to fix too :( (1 minute ago)
@Sdarts: I finished FC3 before there was a fix. I just had to take it slow and not make too many twitchy movements. It is only really obvious when you make broader/quicker movements. (1 minute ago)
@GriftGFX: You are right about more game breaking and Ubisoft's PC ports are very, very crappy. How hard is to bypass acceleration input and use raw input? (2 minutes ago)
And this isn't just a multiplayer or FPS issue, either. If you can't detect 1:1 mouse input in your PC game, you are doing it wrong. (2 minutes ago)
@Sdarts: Not only should we be able to use what we want, but controllers specifically designed for FPS players should not suck in your FPS game. As if supporting raw input were hard :| (3 minutes ago)
Ubisoft's PC ports have been terrible for a long time. (5 minutes ago)