I just loved the way the game looked in this trailer: The game looked much better and probably performed much better, the car seemed more solid and the game in general looked like it had a lot of potential with CryEngine 3. I already know that the company couldn't afford to use CryEngine 3 but I just wonder what was needed for that to happen and is it possible now as of December 2018? I think that they should switch back to CryEngine 3. I don't care if they make another game thats basically the same thing but with CryEngine 3 I would buy it right away!
Switching back isn't as easy as it sounds. Devs have stated multiple times that it won't happen, because it would require an immense amount of work, would likely waste years of development and break more than it would improve in the process.
I'm afraid you're going to have to keep dreaming. They are already getting ready to switch over to a new API, Vulkan.
Can I just have the cryengine 3 version as it was then with some instructions? --- Post updated --- That seems more like a downgrade than anything else unless they make it work.
I really miss the bed flex. In the current game, the bed barely flexes seperatly from the cab over bumps and it is actually very unrealistic.
I didn't hear of Vulkan until people here started talking about BeamNG preparing to use it. Until then, I have no idea what to expect from it.
As far as I am aware, this had absolutely nothing to do with the graphics engine involved. That's entirely up to the physics engine, which is not influenced by the graphics engine, even if they're intertwined. Going back to cry engine wouldn't change this particular detail. Vulkan isn't a new engine, it's a graphics API which would help the performance of the current engine and introduce new features. It serves the same function as DirectX does.
Where did you get the idea that BeamNG was going to the Vulkan engine? --- Post updated --- The CryEngine 3 version of BeamNG is nonexistant. It was never released to the public as they switched to Torque3D and made it into their own engine.
Like I said, I heard it from both normal users and staff alike that Vulkan is the next step. Here's a post from tdev a long time ago.
I believe they're still working on it. Here's a post from Nadeox1 that's rather recent, posted back in November.
I am surprised with all the attention CryEngine has recently got. Anyway, from what I've heard, Torque3D (Current engine) is an open source, and with the small development team at the time, there was no way the devs were going to keep using a payed engine that was already super limited. Changing engines is tons and tons harder then simply switching "Torque3D" to "CryEngine" in all the code. All of their work would go to absolute waste, from late 2012/2013 to today. Either way, graphics isn't the only thing. I don't even doubt the devs are going to change the engine, they for sure aren't. I'm just happy we have this game in the first place. Please correct me if I'm wrong.
I think this game is on its own custom Game engine now since its split off from Torque3D in about 2013, apparently according to @tdev
This could’ve just been said in the T3D v Cryengine thread. Everything there is to say about this has been said there already. Is the "Torque", or CryEngine3 engine, the best engine right now for real time soft body physics?
All it takes is a quick install of Reshade and some tinkering skills and you can make it look close to cry engine 3 tbh. I have my game tuned with reflective bump-mapping and it blows that out of the water. In my opinion.
i really fail to see how the crytek build looks any "better". you can just use postfx to get oversaturation and pitch-black shadows.
It's true in most part. Many just refer to the game engines has "This has better graphics than that", but there's much more. I've explained some important points in a post recently: https://www.beamng.com/threads/possibly-a-new-engine.59255/#post-960618 What we have here is a fork of Torque3D since the game has moved to it, that not much of the original underlying code is left. CE has been abandoned since then. The first prototypes running on CryEngine were never public. Also to mention that indie-friendly plans did not exists back in the days. You don't know if it run smooth or not (it didn't AFAIK). You don't know if it was as development-friendly or not (it wasn't AFAIK). Physics difference is not due game engine, but due physics itself being improved over time (physics is custom, not tied to the engine).
That has nothing to do with the graphics engine though, which is the only aspect of CryEngine people seem to be missing. Current behavior of the pickup bed is determined by the physics engine and likely influenced by changes to the jbeam structures over time. Moving back to CryEngine as a whole game engine implies ditching all the progress they built on the current physics engine in T3D.
Vulkan is not a game engine, its an API. Beam runs on torque 3d, or whats left of it's code anyway. The game is rendered using dx11, which like vulkan, is an API. Vulkan is not restricted to windows like directx, which is a major benefit, besides better scalability and other technology support that vulkan provides. There inst really much info as to what engine they will be using with vulkan, but it probably will be just an evolution of the current torque 3d engine that is used. Also hoping vulkan will allow for multi-gpu support!