CRYENGINE fans, we’ve got some interesting news for you today. According to Crytek’s roadmap, CRYENGINE 5.2 (which will be made available in mid-August) will fully support DX12. Not only that, but the next version of CRYENGINE (5.3) – that is currently planned to be made available in mid-October – will support the Vulkan API.
Going into more details, the DX12 renderer for CRYENGINE 5.2 will support DX12 Multi GPU for VR, as well as the following features:
DX12 Renderer
- Scaleform Flash natively in DX12
- Partial RenderElements in new pipeline
- Fog/Clouds/Waters in new pipeline
- Deferred Decals in new pipeline
- AuxRenderer natively DX12
- VR Multi GPU support
- Tiled shading optimization (using light volume rasterization
DX12 Renderer
- Forward pass to use new pipeline
- SVOGI converted to graphics pass
On the other hand, CRYENGINE 5.3 will support the Vulkan API, as well as virtual memory resource management, improved Dynamic Env Probe and Env Probes workflow, and will sport various improvements to its SVOGI tech.
Now let’s see whether more developers will actually take advantage of Crytek’s engine!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Sweet to see more engine’s support dx12 and (Especially this) Vulkan.
Now nearly all game engine supports DX12:
– Unreal Engine 4.x (Gears of War 4: full DX12 support with multi-gpu, async)
– Unity 5.4 (full DX12 support since 28 july 2016)
– CryEngine 5.2 (full DX12 support late august 2016)
– Frostbite used by EA (Battlefield 1: full DX12 suport with async)
– engine used by Ubisoft (Watch Dogs 2)
– engine used by Square Enix (DeusEx 2: DX12 support september 2016)
Unity, Unreal and CryEngine are open source so all others engine developers can check internal implementation and learn from it. Future is bright for DX12. I hope that developers soon stop using old DX11. For full DX12 performance they need to forget about DX11 limitations.
“Might as well keep DX11 around, it is what the current Nvidia cards are designed for”
Gamers will change their old GPU. New games use more than 4GB of graphics memory. Check performance results from DeusEx:
Unless the game is the best looking one out there, those are pretty poor FPS values for 1080p and the optimization sucks bad.
If you go to the website GameGPU, it shows up slightly differently. Numbers are the same, just has actual context.
Yeah, sure.
You know what else gamers will do? Adopt 1440p+ resolutions, because why not!
Oh, wait.
“You know what else gamers will do? Adopt 1440p+ resolutions, because why not!”
For 1440p they need really fast PC
Is this with 8xMSAA because these are really poor numbers.Also want to point out why is the 980 sli numbers near the 1080 sli numbers?
“Might as well keep DX11 around, it is what the current Nvidia cards are designed for.”
Thats not true. DX12 benefits AMD more because of various reasons; driver quality is not as important in DX12, GCN console/PC optimization (matter more with low(er)-level API’s), lower shader ALU utilization than Nvidia without async – partly because of the geometri to shader performance ratio of AMD GPU’s, the shader ALU’s have more idle time which async compute can fill up. This does not mean that Nvidia GPU’s is not designed for DX12 and have no benefits from it, stuff like resource binding is pretty much a core architecture features.
DX11 will however not go away in the foreseeable future. Its meant to take the role as a high-level API alternative for developers that finds low(er)-end API’s to hard to work with. Thats why MS released DX11.3.
DX11 will stay as DX9/10 did. Games that just do not need to use higher API for whatever reasons will use those, but all games that will benefits from what new API bring on a table will use it.
DX11 will not be banned from using but it will not be used anywhere where it could be limiting factor and that is the whole point.
DX10 never took off though, actually. It was only ever used in a handful of games, specifically because consoles were still running on DX9.
Some developers who did proper PC ports went for DX10, but they were the exception, not the general rule.
Likewise, DX9 remained standard so long because of the old-gen consoles holding everyone back. Only proper PC ports had even basic DX11 support pre-new-gen.
“cucktindo”
LOL
More like Irrelevantendo.
Not natively though, as Square Enix just pointed out with the Dawn Engine.
A DX12 wrapper is nice & all, but seriously – LOL.
that’s not true at all. Nvidia (pre-Pascal) cards can still make use of many DX12 specific features that do not include Async compute. For example, Tiled resources, Command Buffers, and MultiGPU (pooled memory) is all possible with DX12 on Nvidia Cards. As for Pascal, all 1000 series GTX cards can use Async Compute on top of the other DX12 features.
Agreed, but just for the record – Vulkan is PoorStation & XBlow compatible, yes, but it requires Sony’s & Microsoft’s approval to actually be implemented.
Take DOOM for example – XB1 DOOM doesn’t run Vulkan, most likely because Microsoft won’t permit it to, & in turn, Sony has yet to make a move towards adopting Vulkan, so, while both boxes are compatible, they don’t actually support the damn thing.
Sony because they (allegedly) have an “even closer to the metal” API running on it already, & Microsoft “because DX12.”
On the other hand, if that developer a while back was right, it’s extremely easy to port a game from Vulkan to DX12, unlike vice-versa, so yeah, that’s another advantage for Vulkan.
P.S. You missed Windows 8.1 ;D
Damnit Amiga, it’s Deus Ex 4, not 2.
Good.
Excellent, in fact! 😛
Hopefully we see better optimized games from it.
More like far from it, but let’s wait it out and see..
Star Citizen needs Vulkan support.
Yes i would love it. Still they’ve made some improvements but yea it’s still heavy to run.
Star Citizen needs DX12 with full support of multiple GPU. Vulkan is good but it doesn’t support multiple GPU in version 1.0 (RedGamingTech interview with creators of Vulkan API – Khronos).
Oh silence!
DX12 is sh*tz!
Heeeeeeeey, he’s back!
Been wondering where you wandered off to……..
https://youtu.be/GucYhhLwIxg
From the sounds of it, granted I don’t know how true it is, that they modified the engine so much it might be more difficult than waiting for Crytek to add support. I hope it is as easy.
now they can remaster Crysis 1 as well as Warhead and Crysis 2 under Vulkan
yeah it does a full optimized remaster
Dude..you just gave me something to dream about tonight.I’m trying just to imagine the game with Ryse graphics.Hoollyy molyyyy that ocean and fishes O__O
Would be great, but so far Crytek’s adamantly refused to do it, preferring to waste their limited resources on niche fanbase VR games, & exclusives, so f*ck knows when they’ll do it, if ever.
Seriously, it’s ridiculous, they haven’t even done straight-up Crysis 2/3 ports to the New-Gen Consoles, but yeah – remastered Crysis would be awesome.
A glorious fully 4K top-of-the-line lighting & vegetation with way better AI (Crysis’ AI was hilariously bad), water effects, etc. etc. etc. courtesy of CryEngine V (SVOGI improvements! yay!) Crysis remaster would be a dream come true, agreed, but right now it seems that’s all it’s going to remain until Crytek gets its head out of its collective asscr*ck.
I mean, hey, for all its flaws (read: gaping issues), Crysis 3 did look splendid when it came to vegetation, lighting, etc.
Agree with everything you said except for Crysis 1 A.I. .Even for today’s stardards is awesome…they had tactics they were talking to each other..I’m sorry but the A.I. is really great especially on Delta Dificulty.The A.I. in Crysis 2 and 3 is preaty weak I know but that’s another story..only the aliens stand out in those games.I’m preaty sure Tiago Sousa and the another guys departure is one of many reasons my they didn’t go out yet with a “next gen” remaster.Don’t you think?
No, they can’t. Those games belong to EA.
The publishing part… Crytek might be indy now from them but it still could be done. And fans would eat it up
“What purpose is there for DX12 support?”
Performance. Crytec said that CryEngine 5 is designed for VR. For best quality VR you need a lot of GPU power – multi GPU in your PC. DX12 deliver that with full support of multiple GPU. You can’t get that level of performance in DX11 or Vulkan. DX11 is old and slow. Vulkan doesn’t support multi-gpu in version 1.0 because Khronos don’t have time to finish design of this part of API. You can read about this on RedGamingTech interview with Khronos. DX12 is only choice for best performance with support of multi-gpu
“Why support Microsoft’s hobby API?”
Because it is main API for most popular PC system on Steam and Xbox One (and future Xbox Scorpio). Developers earn most money from game consoles and Vulkan doesn’t support Xbox or PlayStation.
1. “Xbone DX12 != W10 DX12”
Show me difference if any exist.
2. “PS4 doesn’t support Vulkan yet. Even so, due to its OpenGL base”
PS4 API isn’t based on OpenGL. It use own low level graphics API GNMX much lower than DX12 or Vulkan. There are also high level API GNM. They never use OpenGL on this console
3. “Khronos could drop an extension for mGPU tomorrow”
Tomorrow or next year. Crytek can’t use it before it will be available.
P.S. Unfortunately he’s (at least half) right on this one – Sony dropped their PS2-carryover OpenGL implementation (PSGL) after the PS3;
“The PlayStation Shader Language
The High Level Shader Language allows developers to write their own high-level pixel-shader code for DirectX, with parallels to similar systems on OpenGL. For PS4, Sony has introduced its own rendition – the PlayStation Shader Language.
“[It] allows for much better utilisation of the low-level hardware we’re using,” said Sony’s Chris Norden. “We did a lot of research and determined that we really needed our own for this platform.”
It’s very similar to HLSL so developers will have no problem getting to grips with it, while Sony itself provides a number of tools that make porting over existing HLSL code very simple indeed.
“DirectX tends to hide a lot of the internal workings of the card to have a nice easy-to-use API across all platforms,” explained Norden. “We expose a lot of the hardware features you’re not used to getting on a PC. We can do a lot more cool things, we have a lot more access to the power in the system.”
In short, while PS4 is built on PC architecture, the fixed platform approach allows developers to get much more out of the hardware than they can from equivalent AMD computer tech.”
Source article; Eurogamer.
Not sure about multi-threading, HSA, etc. etc. etc. but yeah, there’s 3 major API’s out there now.
You said: “It’s very similar to HLSL so developers will have no problem getting to grips with it, while Sony itself provides a number of tools that make porting over existing HLSL code very simple indeed”
So now you have answer why developers use DirectX instead Vulkan. You said that language Microsoft HLSL is easy to translate to PlayStation Shading Language:
Xbox: DX12 with HLSL
PC: DX11 or DX12 both with HLSL
PS4: PlayStation Shading Language “very similar to HLSL”
Vulkan: SPIR-V
And it’s very easy to port from Vulkan to DX12, according to another source.
Your point?
Vulkan supports, Microsoft just won’t allow it to run on the Xbox.
Besides, as another developer already said – it’s extremely simple to port a Vulkan game to DX12 (I’m assuming you need to have compatibility with both in your Engine, but still).
Also, yeah, as AMD said, it’s been stated that the Xbox One & Windows 10 DX12 API’s are separate things.
I’m curious, how hard would it be for currently developed games like Star Citizen to apply this update and enable Vulkan & DX12 support?
Last I heard Star Citizen’s version of CryEngine is so modified, it hasn’t been compatible with Crytek’s updates for years.
Besides all that, they’ve been in full-scale development for years, so their CryEngine version is considerably older than this one anyway. They’re most likely running a modified (but manually updated) version of one of the later CryEngine 3 releases, which needless to say vastly predates the en masse coding overhauls they introduced in CryEngine V.
IIRC though Cloud Imperium (the developers) did take it upon themselves to manually introduce SVOGI tech into the Engine, so there’s no reason to assume they won’t go after either DX12, Vulkan, or both on their own – at some point.
(Anyone can confirm the SVOGI thing for me please?)
more like win10 api and next gen api
I agree with the tech demos.It’s sad.Speaking of Crysis..you showed me some relevent things..but those are not bad A.I. not all of them anyway.They were glitches mostly.I finished Crysis 2 times.On normal dificulty they were stupid sometimes but they were super smart in other situations.What I’m trying to say is that Delta difficulty level is miles ahead of normal 🙂
Will have to go back & refresh my memory of the higher difficulties then, cheers ^^