CryEngine vs Unity HDRP: Two Philosophies for Real-Time Lighting

Published on January 05, 2026 | Translated from Spanish
Visual comparison between a scene lit in Cryengine and another in Unity HDRP, showing differences in global light handling, shadows, and post-processing.

Cryengine vs Unity HDRP: two philosophies for real-time lighting

In the field of video game development and interactive experiences, choosing how to light a scene is crucial. Two of the most advanced solutions, Cryengine and Unity HDRP, adopt different paths to simulate physical light, although both are based on a physically based rendering pipeline. 🎮

Cryengine's unification: a cohesive ecosystem

Cryengine stands out for prioritizing an integrated workflow within its Sandbox editor. Here, the system handles lighting holistically. When placing a light source, it automatically affects indirect lighting and casts shadows, seeking immediate visual coherence. To calculate global light, it primarily uses SVOGI, a voxel-based technique that simulates how light bounces between surfaces.

Key features of Cryengine's approach:
  • Real-time preview: The editor allows seeing changes with high fidelity instantly, speeding up iteration.
  • Global settings: Parameters like exposure and tone mapping are controlled uniformly for the entire scene.
  • Automatic management: The engine cohesively links lights, shadows, and global illumination.
Cryengine lights so that the developer perceives a coherent final result from the first moment, minimizing manual setup.

Unity HDRP's modularity: granular control

Unity HDRP takes an opposite route, breaking down lighting into specialized components that the user must assemble. This system is highly customizable and extends through various windows and components. Global illumination is not a single system; it can be configured using Enlighten, GPU processing, or ray tracing.

Distinctive elements of Unity HDRP:
  • Lights as GameObjects: Each light source is an independent object with its Light component, requiring additional data setup for complex effects.
  • Volumes for local control: Volumes are used to adjust exposure, sky, and post-processing in specific areas of the scene.
  • Assembly-focused approach: The developer has very detailed control, but must configure more parameters to unify the visual result.

Choosing between impressing or configuring

Both engines can produce spectacular images with a high level of realism. The fundamental difference lies in the philosophy: Cryengine offers a unified package that seeks to impress with visual coherence from the start, while Unity HDRP provides the tools for the developer to decide exactly how to impress. This choice between integrated simplicity and absolute control defines which one best suits each project and team. ⚙️