The video discusses Chris Roberts’ decision to use CryEngine for the development of Star Citizen in 2010, highlighting the initial skepticism and subsequent challenges, including performance issues and legal disputes, which led to a transition to Amazon’s Lumberyard. Despite these obstacles, the video asserts that Roberts’ choice has been justified through extensive modifications that have allowed the engine to evolve into a sophisticated platform capable of supporting the game’s ambitious scope.
In 2010, Chris Roberts made the pivotal decision to develop a demo using CryEngine, which ultimately led to the creation of Star Citizen. Initially, this choice faced skepticism as other engines emerged with impressive technology, and CIG struggled with performance issues. Over the years, the development process included a switch to Amazon’s Lumberyard, a fork of CryEngine, due to legal challenges from Crytek. Despite these complications, the video argues that Roberts’ choice to use CryEngine was ultimately justified and outlines the reasons behind this assertion.
The video features insights from Sha Tracy, a former Crytek employee, who was involved in the early development of Star Citizen. Tracy recounts how the project began with Roberts showcasing his vision for a space game and how he successfully implemented the Hornet ship using the CryEngine SDK. This initial demo attracted significant crowdfunding support, but it also became clear that extensive modifications to the engine were necessary to accommodate the game’s ambitious scope, which included vast space environments and fast-flying vehicles.
Chris Roberts himself acknowledged in 2014 that the CryEngine would require significant alterations to meet the needs of Star Citizen. Over years of development, CIG has undertaken numerous technical projects to adapt the engine, including transitioning to 64-bit precision and implementing advanced features like procedural planet technology and server meshing. Although the journey has been long and fraught with challenges, the video emphasizes that these modifications have allowed Star Citizen to develop a unique engine capable of handling its expansive gameplay.
The video also contrasts the challenges faced by CIG with the current state of Unreal Engine 5, which, despite being a popular choice for many developers, has encountered performance issues in various games. The co-founder of Warhorse Studios noted that Unreal Engine is not well-suited for large open-world games, which further supports the argument that switching to Unreal would not have been feasible for Star Citizen. CIG’s deep understanding of CryEngine, bolstered by hiring former Crytek developers, has enabled them to push the engine beyond its original limitations.
Looking to the future, the video discusses the remaining challenges for the Star Engine, including the need for ray tracing capabilities, improved performance, and dynamic server meshing. While the engine has made significant strides, it still requires optimization to run effectively on mid-range hardware. The video concludes by celebrating the transformation of CryEngine into a sophisticated engine that now rivals contemporary engines, while also emphasizing that the next critical step for CIG is to ensure that Star Citizen evolves into a successful game.