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CryEngine out for 9$ a month

  • AlexM
  • March 20, 2014 at 7:55 PM
  • AlexM
    • March 20, 2014 at 7:55 PM
    • #1

    Right on the heels of the Epic announcement apparently Crytek is doing the same thing and providing access to their engine as a monthly service.


    Oddly enough the free version will continue to exist and there doesn't seem to be any details on how they get paid if you release something commercial. More information will be release on that in the near future.


    http://www.crytek.com/news/crytek-an…0-usd-per-month

  • blackdog
    • March 21, 2014 at 1:40 PM
    • #2

    «CRYENGINE® is also free for non-commercial use; if you are distributing your game or application for free (and not charging for your work in producing it, whether directly or indirectly), no additional license is required

    [...]

    We hope that your work will lead to a product you can commercialise. If this is the case, before you can sell your work or your game, you must seek a development license for CRYENGINE®.»

    ~

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    SDK showcase

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  • AlexM
    • March 21, 2014 at 3:41 PM
    • #3

    Oh yeah I maent they didn't have a publicly laid out general license plan like Unreal's 5% deal.

  • PogoP
    • March 21, 2014 at 3:59 PM
    • #4

    I'll just leave this here:

  • AlexM
    • March 21, 2014 at 4:08 PM
    • #5
    Quote from PogoP

    I'll just leave this here:


    ??

  • PogoP
    • March 21, 2014 at 4:15 PM
    • #6

    Oh sorry, wasn't replying to you, was just saying how awesome Unreal 4 is

  • AlexM
    • March 21, 2014 at 4:59 PM
    • #7

    Oh gotcha. I thought you maybe thought it was a repeat thread

  • PogoP
    • March 21, 2014 at 5:12 PM
    • #8

    Have Crytek actually said what their new version of the engine brings to the table? Unreal is a complete overhaul, I wonder what Crytek have in mind. I know they did a lot of work on their engine to make it more physically based, not sure if that's gonna be released in the free SDK though.

  • AlexM
    • March 21, 2014 at 6:41 PM
    • #9

    That article is all I can find so I think it's just iterative updates. What they do mention is "Physically Based Shading, Geometry Cache and Image Based Lighting"


    The biggest complaint I heard in the past was it required some sort of connectivity that prevented some developers from working on the game when the server went down.

  • Em'
    • March 21, 2014 at 10:14 PM
    • #10

    The login was removed some months ago, maybe a year... But yeah, they announced the PBR support for the free SDK, probably for a whole new version of the SDK.

  • AtsEst
    • May 28, 2014 at 7:45 PM
    • #11

    On Steam.

    http://store.steampowered.com/app/220980/

  • -HP-
    • May 28, 2014 at 9:44 PM
    • #12
    Quote from blackdog

    «CRYENGINE® is also free for non-commercial use; if you are distributing your game or application for free (and not charging for your work in producing it, whether directly or indirectly), no additional license is required

    [...]

    We hope that your work will lead to a product you can commercialise. If this is the case, before you can sell your work or your game, you must seek a development license for CRYENGINE®.»

    ~

    Showcase

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    SDK showcase

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Display More


    I think it's awesome that they're using custom content on their trailers, win win situation really!

  • e-freak
    • May 29, 2014 at 5:25 PM
    • #13

    i'm really happy that we have the whole steam integration now. gonna try and invest some time to get some workshop stuff out on this

  • Taylor Swift
    • May 29, 2014 at 5:32 PM
    • #14

    i want to buy this and make maps but 9 $ A MONTH COMEONE u dont ask for the source sdk that mucht

  • e-freak
    • May 29, 2014 at 6:39 PM
    • #15

    its closer to UE4 in comparison than to the SourceSDK. UE4 is 20$ a month but you can keep using your current version when you stop the subscription, and pay 5% royalties iinm. CryEngine is 10$ but no royalties, but you have to stay subscribed to be able to keep using it. Honestly, if I'd use Unreal at the moment, I'd stay subscribed as well, because both engines benefit greatly from their respective updates - in that regard, I think 10$ is a fair offer if you are interested in creating games and spend time with the tools on a regular basis.

  • PogoP
    • May 29, 2014 at 9:50 PM
    • #16

    I've heard some pretty bad things about this in comparison to the UE4 release.

    Apparently there is some kind of audio engine you have to licence if you want to use over 200 sounds in your game? Wtf.

    Found this post earlier, bearing in mind though that it's on the Unreal engine forums haha.

    Quote

    "I don't exactly know if I wanted this to be my first post on the forums in general, but I will give a go to relaying my thoughts about the latest goings-on in the CryEngine world.

    I am currently developing with UE4 as a two man shop, but I have experience with various engines including the CryEngine. I have been watching to see what would happen since their announcement (with bated breath) following Epic's own UE4 announcement. Before UE4 and the very generous licensing terms accompanying it came down the pike we were ready to pull the trigger on Unity, but we are very glad we did not.

    As I have stated I have used CryEngine in the past and I will be very clear in my opinion that I have never seen a company more disconnected and overtly condescending toward what we consider the indie space.

    Now that the EaaS is out and it is nothing more than the FreeSDK that can be commercialized - I cannot say I am shocked, but that I am appalled by is what they believe they are going to get away with in their EULA.

    1. There is no separation regarding what you bring to the table as in your code/art assets and retaining IP ownership over them.

    2. It is at the sole discretion of Crytek to deem content racist, overly sexual or the very open ended/subjective word, "objectionable." Really? I mean honestly this is an acceptable clause in an engine you are licensing for commercial use that content can be deemed to be objectionable without clearly defining what would be considered objectionable at the start?

    3. Wwise... where do I even start with this one? You must license with Audiokinetic for every game you publish that includes sound related media. You are limited to 200 media assets with a free license, but if you go over that the costs start to add up extremely fast. I am sorry, but this is akin to if Autodesk decided to limit the amount of renders you are able to complete with the full version of Max or Maya - and if you go over them - better cough up the money for a separate license... oh and on top of that it's a separate company you will be doing business with!

    No small team in their right mind and with legal guidance is going to use the new EaaS program for a commercial project.

    Before this new service and I have said before it was a very arrogant and condescending culture on the CryDev boards. One in which the peasants had the right to ask for absolutely nothing without being either ignored, brutalized or banned. Nothing has changed in my opinion and this one big glorified PR stunt.

    The whole culture of Crytek needs to change before they can be trusted with what a good many of the people here consider to be either our current or potential future livelihood. It's a crying shame too because they do have an excellent engine (minus the the horrendous art asset pipeline) that should be able to go toe to toe with UE4 and with reasonable terms.

    I am very happy that Epic has given the chance for the smaller outfits like myself and my partner to even have a chance utilizing what is undoubtedly one of the best engines in the business. I am also very thankful they are giving us access to intellectual property (source code) that at one time a small team might have had to sell their souls for and that they trust the community to help them in making the engine the best it can be.

    Epic along with UE4 will continue to succeed on their own merits as long as the culture they fostered at the beginning of the release of UE4 continues throughout its life cycle.

    As for Crytek - yeah I think I will pass!"

    Display More


    Source - https://forums.unrealengine.com/showthread.php?7344-Crytek-s-CryEngine&p=61190&viewfull=1#

  • blackdog
    • May 30, 2014 at 7:36 AM
    • #17

    I still don't fully understand the subscription model switch for both. Milking all the wannabes that subscribe and end up not using the tools (and unsub after a few months), or motivate ppl to commit driving to a bigger and more committed community?

    I'd be happy to give 30-50% if something made just tooling around for practice was generating sales.

  • AlexM
    • May 30, 2014 at 6:36 PM
    • #18

    The Wwise audio thing is definitely an issue. I'd look out for that with any engine that uses WWise or FMOD.


    It kind of makes sense though because last I checked FMOD was 5000$ a license. An engine developer would have to pay some insane cost to avoid passing it on to engine licensees.


    I googled Unreal engine audio engine and couldn't find any specifics about it. Did Epic implement their own audio engine? If so bravo. That is a monumental task to undertake.

  • Hourences
    • May 31, 2014 at 10:41 AM
    • #19

    I am no audio expert but AFAIK Unreal has since day one had its own audio engine.


    I am sure Wwise allows you to do more stuff, but in all my years with Unreal I've never got to a point where I felt limited by the existing audio tools in Unreal.


    And the above post about Cry Engine sums it up for me. This is not a serious attempt to join in on the engine wars IMO. They need to drastically alter the way they approach their engine if they want to compete with the Unity/Unreal battle.

  • Pampers
    • May 31, 2014 at 1:35 PM
    • #20

    Does cryengine have the ability to do mobile, pads or have a webplayer?

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