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Posted (edited)

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.
 

"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!"

 

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

Edited by PogoP
Posted

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.

Posted

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. 

Posted

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.

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