Crytek have announced the launch of the latest iteration of their CryEngine game engine. The big news is, it finally includes native support for the Oculus Rift VR headset.

CryTek are another company seemingly reinvigorated in the face of the impending virtual reality renaissance. As we reported recently, the firm claimed that their dedicated team now number in excess of 50. More recently, their presence at E3 this year has received almost universal praise with their new IP Robinson: The Journey, running on CryEngine, easily placed as one of the most beautiful VR experiences at the show.

Now, the company have released the latest iteration of CryEngine and it brings with it native Oculus Rift and Linux support, among many other things. In a blog post announcing the release the company had this to say:

You asked about it, and we listened: Just in time for the announcement of Crytek’S new VR title “Robinson: The Journey” at this week’s E3, we are putting support for the Oculus Rift HMD (Head-mounted display) into EaaS users’ hands. We’ve included a small demonstration level, aptly titled the “VR_Demo” level. This showcases some information on how you can approach setting up your levels for VR, some of the implications and the immersive benefits of using VR.

You can find out more details on the latest release over at the CryEngine website here.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.