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CryENGINE 3.3.9 SDK comes with DX9 POM & Autodesk Scaleform support, better SLI/CF utilization

DSOGaming writes: "In addition to offering Scaleform technology, the Free SDK update will also feature several DirectX 9 rendering improvements, providing POM (Parallax Occlusion Mapping), SSDO (Screen-space Directional Occlusion), Particle GI (Global Illumination) and a new “Very High” graphics configuration to support these new features and offer higher levels of rendering quality."

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ninjahunter1646d ago

Its a shame so few things utilize cryengine. Me and Crytek may have had out falling out, but this is probably the most powerful game engine to date.

DeadlyFire1646d ago

Well there are many under wraps that utilize CryEngine 3 I believe coming in 2012/2013.

I know one is Enemy Front. Basically WW2 version of BLACK with dust, debris, bullets, and explosions. The way Bodycount should have been.

Nexuiz. A UT type FPS with hundreds of various loadouts for your fps enjoyment.

Mechwarrior Online will have CE 3.

Are just three I can think of at the moment I am certain more will come. Its a hefty battle to fight off Epic's game engine. As it has spread to everything and is everywhere.

Lord_Sloth1646d ago

Yo dawg, I heard you like seeing wrinkles so I put some wrinkles in your wrinkles so you can look at wrinkles while you look at wrinkles!

Orpheus1646d ago (Edited 1646d ago )

Crtetk has fallen a bit behind while optimizing cryengine 3 for current gen consoles while Epic , Frostbyte and others started working for more advanced tech. At least CryEngine seems to be an inferior product compared to the latest versions of 4A and Unreal Engines ....... The laters have adopted either ray tracing or radiosity whereas crytek is stuck with light propagation volumes ......

Tachyon_Nova1646d ago

You realise that Cryengine 3 was the first engine to use radiosity right? They were the first to do global illumination in real time which uses radiosity...

Orpheus1646d ago

No brother i do not realize that but I do realize Cryengine was the first one to use realtime global illumination using their own method they used to call light propagation volumes and frostbyte 2 was the first engine to use realtime radiosity for the first time. If you talk about prebaked stuff then thats a different issue.

tachy0n1644d ago

there is a reason why DICE never had the balls to show a proper tech demo to show off tesselation, DOF, and antialiasing... epic crapbite troll is epic.