Why unreal engine 4

Hey everyone. I’m sure you heard, the team has migrated from the CryENGINE to Unreal Engine 4. Maybe you are wondering, what went into our decisions to switch engines.
First a little background check.

Founded by brothers Avni, Cevat, and Faruk Yerli in 1999, Crytek has developed multiple games, including the award winning “Crysis” series, and Ryse: Son of Rome.

Established in 1991, Epic Games, Inc. has developed many games, including the “Unreal series” And the billion-dollar blockbuster “Gears of War”.

As you can see, both companies have had many years of experience in the industry, and have developed very good engines, However, our decision to move to unreal engine 4 was based on these factors,


1: Current released implementation of PBR/PBS (Physically based rendering, And Physically based Shading)

2: Ability to pre-calculate lighting, as well as use fully real-time lighting, this allows for additional light and shadow complexity in very complicated scenes.

3: Other technologies such as Dynamic GI, and dynamic transparent subsurface scattering,

4: Programming workflow is much more streamlined, Direct C++ integration into Visual studio

5: Purely C++ code, No requirement to learn multiple languages

6: Licensing, Unreal engine 4 has a much lower licensing cost compared to the CryENGINE

Expected System Requirements

Hey all you titanic fans out there, I'm sure after you've seen some of our screenshots, you must be wondering,  Gee, do i need a freaking super computer to play this game? Have no fear! Here is a handy dandy list of expected optimal system requirements.* 

*Projected requirements, May be subject to change, Not accounting for Moore's law. Specs are current gen equivalents of future hardware that will be much faster and much cheaper.

*Projected requirements, May be subject to change, Not accounting for Moore's law. Specs are current gen equivalents of future hardware that will be much faster and much cheaper.