Crytek revealed today that CRYENGINE 5.3 will be available in mid-November. This build of CRYENGINE – that was previously meant to be released in October – will support the Vulkan API, and we are pretty interested to see whether developers will take advantage of it.
CRYENGINE 5.3 will feature improved Smooth Shadow Filtering, Vulkan API support, Env Probes workflow improvements, SVOGI improvements, general 3DEngine cleanups, and will support Virtual Mem Resource management.
In addition, Crytek revealed some details about the next version of CRYENGINE, CRYENGINE 5.4. CRYENGINE 5.4 will add support for DX12 multi GPUs and will have updated Dynamic Env Probes.
Crytek aims to release CRYENGINE 5.4 in late February 2017, during GDC 2017!

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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That’s good news ! i hope it will also use the igp power .
Now if only games would start using this that would be swell.
is star citizen getting vulkan support?
the game need to be released as a real game first before going for Vulkan
They don’t plan to use CryEngine 5.x because game was written in “heavily customized” CryEngine 3. Chris Roberts say that it will be too expensive to rewrite game in new version of engine. You can watch full interview with lead designer (i post it below).
My bet is at the End they will call it Star Engine or something… they are beyond heavy customized lol
DX12 first since, it’s the easiest move and vulkan is also possible. He’s done a video about it 6-12months ago.
I think it’s most likely. Also because, as I think I read somewhere, it’s easier to port from DX12 to Vulkan than from Vulkan to DX12.
The opposite, actually, according to an id Software dev; porting from Vulkan to DX12 is extremely easy, whereas the opposite path is rather difficult (DX12 to Vulkan),
Oh, ok, I stand corrected then.
Interesting!
It makes little sense to do dx12 first, as vulkan covers all of the targets fir the game (all modern windows + linux), and moving from vulkan to dx12 later on is similarly easy, except starting with vulkan first reduces extra effort later on
I’d also prefer vulkan on a technical PoV but they’re going DX12 first so…
Its a race to see if Cryengine or UE4 will get it first.
Xbox One, if nothing else, I suppose. I mean, it’s not like Microsoft will cave & start allowing Vulkan onto the Xbox just because Crytek & Epic Games don’t support DX12.
Choice is good, anyway. As long as Vulkan has actual competition, it’ll keep driving them to make it better & better.
1. Main reason is HLSL (high level shader language). This language is shared between DX11, DX12 on both PC and Xbox. Also Sony PS4 have automatic translation engine to support translation from HLSL to native PSSL. All third party libraries like Nvidia Works, TressFX use HLSL. Vulcan use own incompatible language SPIR-V
2. Vulkan doesn’t suppport multiple GPU in 1.0 version. Nobody knows if this support will be ready in next few years
3. Most PC gamers already use Windows 10, especially if they have new fast computer. I think that all gamers with modern GPU from last 3-4 years use Windows 10 because it is faster even in DX11.x titles. DX11.3 is 20-30% faster than DX11.0 because DX11.3 have all new API from DX12 like conservative rasterization. DX11.3 is only available on Windows 10. You can’t use conservative rasterization from GTX 970 on Windows 7 or Windows 8.
“In the next few years“? Seriously? >.>
DX12 is just barely supporting it as of very recently, by comparison. Also, like I’ve said before – as long as multi-GPU support isn’t a priority with developers, it’s not a particularly important feature, regardless.
“I think that all gamers with modern GPU from last 3-4 years use Windows 10 because it is faster even in DX11.x titles.”
<— "modern GPU [user] from last 3-4 years" here, still using Windows 7. Somehow, I highly doubt I'm the only one.
DX11.3? Barely anyone ever adopted DX11.1, you actually think developers use &/or are going to use DX11.3? Why, because it's got 90% of the DX12 features? In theory, sure. In practice, DX11.3 is near-pointless. It's a nice thing Microsoft did, porting everything except the "to the metal" part of DX12 back onto DX11, but in the end, it doesn't matter. Supporting DX11 & DX12 both are hard enough as it is, supporting DX11, DX11.3, and DX12 would be pointless & unnecessary.
Yes, in theory, considering how DX11.3 is just an evolved version of DX11, it could come in useful to less experienced developers (coding for DX12 is far more advanced that coding for DX11), but we’re talking about a minority of a minority, here. Most people are going to stick to DX11.0 because Windows 7, & DX12 because Windows 10.
Like I said, it’s a nice feature, but realistically, barely anyone (at best) is going to divide programming resources between learning how to operate DX11.3 and DX12 both. Not to mention Vulkan.
You can use conservative rasterization on a gtx 970 in windows 7 and 8. Conservative rasterization is not only an opengl extention for maxwell and up, but Nvidia also included methods for using the feature with dx11.0, as well as engine side.
Alternatively they’re already looking at the Scorpio hardware, & then half-assing their DX12 Scorpio implementation into the Xbox One/S, “because old & weak.”
Though granted, either way, that’s just a theory.
Well, to be fair, the latest two Microsoft first-party titles actually had a good DX12 implementation (supposedly, they didn’t exactly have a DX11 mode to compare them against, after all), but yeah, everyone else is still struggling, to the point where DX12 is actually a performance hit rather than an increase.
Arguable. Vulkan is definitely competing with DX12 on Windows 10 in regard to non-UWP games, & UWP is definitely competing against Steam, Origin etc. for market share, so, indirectly, one could argue that Vulkan is “technically” competing against DX12.
As for DX9 – that one’s dead. Anyone still using it, it’s either because they’re doing a cross-generation game, or because they’re using a really old engine. DX11, on the other hand; it’ll definitely endure for the next few years, but beyond that it’ll definitely give way to something else.
Preferably that “something else” will either be Vulkan, or DX13 on a Spyware-free Windows 12, but yeah, either way, it can’t last forever. After all, as AmigaBot loves to point out, it is, technically, quite “old” already, & honestly, we would do best to move on from it sooner, rather than later.
Fortunately unlike with DX11, we don’t have outdated DX9-era consoles holding us back, at least. Really, the only problem here is that the more recent alternatives are either the extremely controversial DX12, or Vulkan, which is still in its infancy even more so than DX12, which means adoption & interest is only just taking off.
That one racing game allegedly has a good DX12 implementation, or at least, a DX12 implementation that doesn’t f*ck with performance, but like I said, since it doesn’t have a DX11 mode, it’s difficult to get a clear answer either way.
Apparently so, yeah. Halo 5 Forge has a 60 FPS cap. LOL. I did not know that >.< It's an uncompressed Xbox One game running at 60 FPS. Wow.
DX9 – Seriously? Huh. Weird. It's confirmed that Unchained is using Unity, btw? Unity 5? Otherwise, I don't know…..
But yeah, that's another problem, developer laziness, & of course, as I mentioned, the difficulty level associated with programming for DX12, unlike DX11. Not to mention how most of the DX12 games right now are still patch jobs, rather than native efforts, & most of the non-Unreal/Cry engines are in some form or another modified carry-overs (ex. the Deus Ex Engine is the old Hitman Absolution Engine, rebranded, & slightly modified) from the yesteryears.
It's a shame, but I guess we should have seen that coming; due to the length of the previous generation (as well as some mindset changes), most people shifted over to homemade HD-capable Engines & as a result, now primarily prefer to simply build on that existing code base rather than start anew, as they used to do with each new generation. Though it is worth nothing, it does generally take time to adopt new technologies, especially ones as complex as new API's, so, some leniency really is to be expected.
(With an arguable exception to Frostbite, of course, which seems to be holding its own weight (visually) just fine, either because they did extensive under-the-hood changes (they did switch to calling it “Frostbite” last year), or they simply created one future-proof piece of coding when they pulled Frostbite 3 together.)
Vulkan Master Race!
Aw come on, that’s become like a CryEngine staple at this point!
Hell, even OG Crysis had serious performance issues that didn’t get resolved until Warhead, you know 😛
Awesome news. The more engines that support Vulkan the better.
Adding Vulkan support gives developer options and more options are never a bad thing. DX12 only supports Windows 10, Vulkan supports Windows 10, 8, 7 and Linux. If you plan to release you’re game on multiple platforms and choose DX12 over Vulkan then you are making your life more difficult than it needs to be.
You might want to re-read what you’re replying to……
Whats the last UE4 title you used DX12 in? If you haven’t noticed, its still experimental, its not supported by what the very meaning of supported means.
Even their public roadmap still states they’re working on DX12 “SUPPORT”
https://trello.com/c/BQFZD0pl/204-ongoing-dx12-support-for-pc-and-xb1
You get worse performance and less stability when using the DX12 tags in UE4 games. If tahts support, then that word has lost its meaning long ago.
What are you smoking? when did I mention DX12?
Touche. Beyond that point its only using the Mobile vulkan renderer.
“But keep in mind that Vulkan is only using the mobile rendering path of UE4 at the moment, so you won’t be able to use some of the “High End” features UE4 offers. Still, it’s awesome to see a new API like Vulkan to run on your PC :)”