From this thread:
https://forums.unrealengine.com/showthread.php?104251-CryEngine-becomes-free/page3It seems Cryengine has better reflections than ue4. But I recon Cryengine is less convenient to use?
Someone trying out Cryengine's volumetric clouds earlier today.
I am not sure game engines can perfect refraction/glass properly yet. Probably next gen?
Found this:https://gamedev.amazon.com/forums/questions/4517/cryengine-vs-lumberyard.html
Seems Lumberyard is missing some new features the new Cryengine has like "Heightmap-Based Ambient Occlusion, Designer Tool UV Mapping, Character Attachment Merging, New Depth-of-Field Implementation, Improved Motion Blur and Volumetric Fog Quality, Improved SVOGI". They plan to add new features roughly every 4-6 weeks. So I am sure they already have things planned. They just released an update 4 days ago and are looking for ways ppl can download these updates without huge download times.
For me, I feel Lumberyard might be more reliable because they seem to be making changes and listening to customers. Cryengine on the otherhand seems to be more rigid in their approach and with their reputation in the past, we have no idea what might come out of this pay what you want module. I gather Cryengine is hoping to make money from marketplace and support subscription. In otherwords, if u need technical support, you have to have a subscription account. I think Lumberyard will grow fast and acquire new features if it's community builds up fast.
Realtime GI and reflections in Lumberyard should be good enough to get you good results. Someone said, these game engines are basically the same, if you are a talented artists, your quality of work should be top notch regardless of what engine you are using. Right now, I don't think people trusts Crytex considering their past and how tight fisted they have been about their engine.
I haven't really gotten round to testing Lumberyard yet. It is possible I might not like it. At least I have used ue4 before so I have something to compare it with.