how can i achieve cryengine graphics in unity?

is there anyway to achieve cryengine graphics in unity? i mean is there some certain books with theory or anything that may help to increase my personal project graphics and why cryengine and unreal engine 4 default graphics looks so better much than unity’s.

This simple script will do the job for you.

void Start () {
    System.Diagnostics.Process.Start ("C:\Program Files\CryEngine\CryEngine.exe");
}
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sir as u can see i literally dont have much knowledge about these topics. so i posted these question because i want to gain some knowledge from you guys. just want to know that if it is even possible or i am just being silly to ask. so plz dont make fun of me and ans my question if possible or simply ignore it T_T

While @Kiwasi 's answer is a bit more cheeky than I tend to find is called for in the Getting Started board, the reason is because it is such a silly question, and one that’s been asked/discussed to death across the Internet.

The simple fact of the matter is that Unity has never been known for graphical prowess. That’s not its core strength. That is the core strength of Unreal and CryEngine. And since both of those options are free for you to try, I think the message BM was trying to get across was that if supreme graphics are that important to you, consider migrating your project to one of those engines.

Asking a generic question like this is sort of like asking if my Honda Civic can be tuned to perform as well as a Nissan Skyline. Well, sure… But it’s going to take some time, money, and effort, and all of that is irrelevant if you’re not a good driver.

Please don’t take offense, but everything we can see about you suggests you’re not serious about game development. You’ve posted 6 times in the 8 months since you created your account, and the three things you’ve posted about are:

  • A tutorial for creating a crowd system like in Assassin’s Creed. Anyone who knows anything about that series knows that the crowd sim is the most advanced tech in a major AAA series. This is not typically the kind of thing you start out doing.
  • Tutorials on procedural universe generation. Again, not beginner’s level stuff.
  • How to make Unity’s graphics look like Unreal/CryEngine. Like the other two topics, very much a topic you should be looking at later down the line.

Granted, this may because nobody’s given you The Talk yet: bringing you back down to Earth and encouraging you to start small and finish a simple game first. Then another, and another, getting progressively more complicated until you have the experience and knowledge to tackle your dream game idea.

I think that’s because there’s a lot of fatigue around here from so many people asking how to win the 500m sprint in the Olympics before they can even stand up on their own yet. And when someone advises the new person to put in their dues and learn their way up, that adviser is ignored, criticized, or contradicted. Those of us giving advice are doing so because we’ve fallen ourselves enough times, sprained enough ankles and scuffed our share of knees, and we’re trying to share our experience and help others do it The Right Way, but maybe there’s no such thing. Maybe the overly-ambitious have to fall on their faces enough times to figure it out on their own for the lesson to truly be learnt.

I’m not sure why we care. Or rather, I don’t know why I care. Sure, sometimes I’m just killing time at work or enjoying the art of stringing together pretty words while I poop, but I also legitimately care about helping people. As does @Kiwasi . There’s currently no system in place to exchange Unity Forum Likes to Food For Your Family, so the only value that comes from responding to questions on here is internal and intangible.

Consider your question(s). Consider the respondent. Consider the context. Consider adding some proper grammar/punctuation to your posts (seriously, it makes all the difference in how people respond to you). And most importantly, once you do all these things, consider the answer you’re given.

Maybe what you’re perceiving as making fun of you is simply someone just making fun in general. Maybe the reason an answer doesn’t align with what you expected to hear was because the primary point of your question was lost in translation. Maybe I’m typing out far too large of a response about irrelevant subjects when I should have simply just said:

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i know my questions may sound like i wanted to fly before i could even stand but honestly all i wanted is some general knowledge about how did other game studio implemented those amazing features. just by wanting to know how they did it does not mean i also want to do that. i know those game studios have far superior and talented programmer than i can ever be in my whole life time.
And sorry for my grammar bro! its not like i am not using proper grammar/punctuation intentionally. and also sorry for wasting your time with my silly questions.

I think you might want to look through some of the official demo videos, like Adam or The Blacksmith (google 'em). Those were rendered in realtime on a desktop Mac (IIRC), proving that Unity can do amazing AAA-quality (or even movie-quality) real-time graphics.

So I’m not sure whether I agree with @Schneider21 's assessment that Unity isn’t up to the same graphical standard as CryEngine or Unreal. But maybe the default settings in Unity are more basic. For example, you’ll want to learn about image effects, which are really important to this sort of thing; those aren’t even included by default (you have to import them from the standard assets, or download the new effect architecture from github). And then you’ll need to learn to make good use of particle systems, static & dynamic lighting, trail renderers, and much more. It’s deep stuff.

But seriously. Where’s your Flappy Bird clone? If you don’t have one, I suggest you quit worrying about stuff like this and go make one. You don’t reach the top of the mountain by gazing at it from afar; you reach it by actually taking a step (followed by another, and another).

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Use the new post FX stack and throw good art at it.

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yeah thanks man :smile:

Yes, by having a team of highly skilled content creators. An engine can only carry you so far. If your artwork is low quality then the visual aspect of your game will likewise be low quality.

Better default settings and most of the post processing effects are enabled out of the box.

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okay i’ll go try it. thanks :slight_smile:

oh so thats why those engine have better graphics right from the beginning. thanks :slight_smile:

I may be having a bad day. Apologies if I go to far today.

My point still stands, if you want features from CryEngine or Unreal or GameMaker you should go use that engine.

The first thing you should do is google it. This question has been discussed to death in various parts of the Internet. And the discussion is pretty much useless everywhere.

If you really want a useful answer, you need specifics. Throw up a scene that you can make in Unreal, but can’t make in Unity. We have a stack of competent artists around who can easily tell you which techniques are used. Some can even go as far as telling you the exact parameters to put on the various materials and image effects.

Wait what! I may need to rethink my career choices… :stuck_out_tongue:

The fact I even have likes indicates a totally broken system beyond all salvation and repair.

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