with the passage of sc to lumberyard , and their recent tech of procedural planets on 64 bit engine , will that or a similar tech also be available for lumberyard?
We would only be able to include and distribute that code if it was submitted to us with the appropriate license. It is unlikely Star Citizen will want to give away all the proprietary technology they have made, but you never know! As to whether we will support 64 bit world positions and large world space sizes, those are limitations that I believe all game engines will continue to lift (my opinion) but Lumberyard has not announced any specifics as to when.
Hi thanks for the answer , where could I see how the 32 bit are used for map size and resolution in lumberyard/cryengine in order to make a comparison on different size and possibilities with 64 bit double precision?
You can read more about this feature request here:
We’ve been waiting about 4+ years for this feature, and based on the posts here on these forums, it’s been already “requested” for about 2-3+ years now, and we’re still waiting for this feature.
We can’t seem to get a timeline (or even a projected date) as to when this feature will be added, and it’s very unfortunate, and it seems that moving/migrating to Unreal Engine is the only solution at this time.
The Lumberyard Devs still haven’t put this on their roadmap, and it doesn’t seem like they have any plans to add this “feature request” or get this done (anytime soon). We’ve been waiting 4+ years for these features, and we do wish that CIG/Star Citizen and Amazon/Lumberyard would work closer together (on the “Engine Core”) and add these features directly to Amazon Lumberyard (would be nice to “refactor” these code/changes into “gems” that could be added to Lumberyard as a “gem”).
Unfortunately it’s been years, and it’s been requested (in the forum posts) for over 2+ years now, but nothing seems to have been done about it, and we can’t seem to get a public “roadmap” outlining the work/progress/timeline for these new features (or even a projected date/timeline as to when these features will be available/released). It’s hard to say what the devs are even doing, or as to whether they are even working on these features that we request.
But several years have gone by, and we still haven’t seen any progress on this. All you can do is “hope” and “dream” at this point, or simply move/switch over to Unreal Engine (where actual work has already been done on this feature). We can’t seem to get any answers from the Devs on this feature/request (and when/if it will be added to Lumberyard anytime soon).
The “communication” and “Roadmap” seem non-existent, and it’s hard to plan any development with Lumberyard, when these features don’t even seem to be added to the roadmap (and timelines/resources are not being used to implement these features/requests) and no projected timeline/date is even being given.
It’s highly unlikely we will see any progress on this, and it seems the only solution (currently) is to switch over to Unreal Engine 4, where they have a “public roadmap” and the community “works together” to post features/code/modifications.
It doesn’t seem like Lumberyard (or CIG) are going to do much to help us (as Lumberyard users) on this feature request. It’s been “pending” for several years now, and we still haven’t received a response from Amazon/Lumberyard Devs, and we still don’t see it added to the public roadmap (with a projected date/time/release as to when it’s going to be added/released). It doesn’t seem like any work has been done on this, and it only took TWO CIG/CryEngine dev’s about 3 weeks of work to add these same exact features to the original CryEngine (several years ago), and it took them less than 8 hours to add this same exact feature to the latest Lumberyard. But Amazon doesn’t seem to have the talent, or desire (or even a Dev) to add these features to the current Lumberyard. It’s very unfortunate, but it seems like your only hope for 64-bit double precision (and large/infinite size maps) is to move/switch over to Unreal Engine at this time.
It’s been a “pending feature request” for several years now, but it doesn’t seem to get any attention (or dedicated time/resources) from the Lumberyard Devs.
It’s sad that ONE or two Dev’s could write/modify the Cry Engine source code to support 64-bit Double Bit Floating Precision (in under 2 weeks), and it took that same one Dev (Sean Tracy) less than 8 hours to modify the Lumberyard Engine Source Code (i.e. Star Citizen), but we can’t seem to get anyone at Amazon / Lumberyard to do the same thing and add it directly into Lumberyard (as a “Gem”).
I understand that we would need that source code modifications, and they would need to be “refactored” into Lumberyard, but that should take more than 1-8 hours to do that (if Amazon had “Sean Tracy” working for them), but Amazon / Lumberyard currently just doesn’t have the “talent” (knowledge or experience) that Cloud Imperium Games (or Chris Roberts) has hired/has on staff. Chris Roberts has done more (in the past 2 years) than Amazon or CryEngine could ever do in 20+ years.
Amazon / Lumberyard currently just doesn’t have the talent that Cloud Imperium Games has, and Amazon / Lumberyard would need someone like “Sean Tracy” (Technical Director at Cloud Imperium Games) to do the development/work for Amazon/Lumberyard.
Sean Tracy came directly from CryTek, and he is the one responsible for modifying the CryEngine 3.x (and Lumberyard) source code to support 64-bit calculations. It apparently took him about 2 weeks to do the work (on the original CryTek CryEngine 3.7 / 3.8 code base) and it took him an additional 6-8 hours to do the work of “converting” Lumberyard to support these 64-bit double-precision positioning.
It’s not a matter of whether it “could” be done, it’s just a matter of finding the right person to do the job, and that is something Amazon/Lumberyard can’t seem to do. It would take someone like “Sean Tracy” (Technical Director from CryTek / Cloud Imperium Games) to do the work.
Physics and positioning needs to be refactored to support 64-bit. Sean Tracy did the coding and engine “optimizations” to Lumberyard and it results in a “net positive” (meaning Lumberyard with 64-bit double precision ends up being faster than the current Lumberyard engine without the 64-bit precision/optimizations). But unfortunately it’s just a matter of getting “Sean Tracy” to contribute that source code back to Lumberyard, or for Amazon/Lumberyard to hire someone (Sean Tracy) competent that can do the job in under 2 weeks for Lumberyard, so that the Lumberyard Engine can finally get these features added to it.
Unfortunately it’s been several years now, and Lumberyard still doesn’t have these features added to it. Amazon/Lumberyard would need to reach out to Sean Tracy to get this code/work added/implemented into Lumberyard (and then “refactored” by the Amazon/Lumberyard Dev Team into a “Gem” that can easily be added/removed from Lumberyard).
You can learn more about it here:
The absolute BEST thing that could possibly happen to Lumberyard, is that Amazon/Lumberyard actually hires “Sean Tracy” (someone competent) to work for Amazon/Lumberyard and work on the core Lumberyard Engine (and add all the 64-bit double-bit precision) features from “Star Engine” (Star Citizen’s / Cloud Imperium Games) modifications to CryEngine / Lumberyard, and then work on “refactoring” those features/code into the core Lumberyard Engine (as modules or “gems” that can be added to Lumberyard).
With newer CPU’s (and CPU multi-threading and CPU management) the new 64-bit precision ends up being quite a bit “faster” than the current/old/legacy CryEngine and current Lumberyard 220.127.116.11 version (since it’s been “optimized” for 64-bit). This technology/code still hasn’t been added to Lumberyard (by Amazon Devs) yet, but Sean Tracy has developed this code for CIG (Cloud Imperium Games) and for use with Star Citizen.
I just wish that Amazon would hire Sean Tracy, and create/use some of these same exact tools, and engine modifications, and make them part of Lumberyard. Add all of these exact features (from Star Citizen) directly into Lumberyard.
guess i have to use unigine…
i don’t know any other engine that would support it.
would definitively be a huuuuge selling point for lumberyard…
especially since its primarily a multiplayer feature.