Long ago, the plans for SC were far more credible for being done with Cryengine.
Small "planets" with landing zones that you explore. Static system maps, and a focus on Wing Commander style space combat and Privateer style trading and missions (updated for 2012, of course).
Since Elite and recently Battlescape, Chris started talking about doing what they did. True system scale, flying down to planets, exploring terrain.
Now, I'm a designer and general issue dogsbody developer for much smaller projects, and not a coder. I'm also a gaming journalist since the nineties. I can't for the life of me see how this could be done with an engine that started life as Cryengine 3.
Frontier started from an engine that could be made to handle system scale and space flight physics (tweak to desired flavour), amd even then Derek refused to believe for a year that they would pull it off. When they did, he was a grown up about it, admitted he had been wrong and gave kudos to the FD team.
I'd love to be wrong, but I honestly don't see how CIG (or is it RSI now?) could pull it off.
Two things.
1.
From what I know they realized this quite a while ago. Which is why they pretty much Rebuild the Engine from Scratch rather than continuing the futile attempt of somehow getting it work with CryEngine.
That was one of the reason why even baselines were delayed heftily.
So while it might still be the Cryengine somehow. It might not make much sense to really consider it as such. Because the Values and Perks might be entirely different from what it used to be.
2.
I would honestly said not take too much value in whatever Derek Says.
His Obsession with this Topic is pretty clear and goes beyond what you would consider simple sharing of expertise.
He pretty clearly uses each and any point to somehow go against SC here. Which makes him fairly Uncredible to me.
No Offense to his Skills. But as my Doc said to me Years Ago.
If I want to find something thats wrong with you. Then I will find something thats wrong with you.
And it will always be something that Potentially could Kill you or which would warrant Hospitalizing you right away.
Derek is clearly looking for whatever wrench he could possibly throw into the Games Gears. And so of course he finds some.
But weather thats anywhere close to being as bad and as impossible as he claims is an different Story.
Right now seeing the Progress they make.
I am Fairly Certain we will get a Game out of it.
This might or might not have an Working Stellar System that Moves.
As an sidenote. One simple way to make this work with the CryEngine would be to use Area Instancing.
Erm ok. Pls note I learned Industrial Programming. And that in German. So pls remind yourself that some words might be used wrong or not make full sense because I simply dont know the proper english word for it. And maybe not even how its called in Software Programming in German. ^^.
But lets assume we have a Planet. Then we could simply set this Planet as one Area.
This Area would be run by a Different Instance.
You dont have 100km Sight Range. So it makes little difference from the Outside wether the Planet is Static or really moving.
So for 1 Sun with 1 Planet (works with more as well but for this example this suffices) You would have 2 Areas.
1. Area would be the Sun and the Surrounding Nothingness.
In this Area you would now have whatever is around the Sun like some Asteroids etc etc. Your own Rotation etc is inside the Suns Gravity Field. So this can be done pretty much Static with no one Noticing.
In further Distance you would have the Planet. The Planet Rotating around the Sun. At least in your Graphics. Because since your not in Range of it. its nothing but that an Graphic.
And here the 2. Area comes in.
That Graphic gets an lets say 1000km Area around it. If you get as close as this. The Instance in the Backround starts loading.
At this Point youll be so far out from the Sun that you wont be able to see movement of this anyways so again it being Static since your within the Suns Gravity well makes sense.
No Loading Screen Required. You.ll need some time to reach the Planet anyways. So this can be done slowly in the Backround.
Without Noticing your now within Area 2.
Area 2 is the Planet. Which again is Static because now your Officially Affected by the Planets Gravity Well. Thus you yourself are now also rotating around the Sun.
Instead of the Planet Rotating around for you. Now its the Sun which is moving.
Both Areas are Effectively Static with but a few Moving Objects which contain an Proximity Trigger that makes you Shift the Instance Automaticly.
This way the CryEngine should actually be able to get this sort of Feat done.
Programming is often Trickery after all.
You dont need to Create an Entire Galaxy with moving Systems which nobody would ever be able to see cause from their relative position this makes no sense.
For a Player. Instancing is completely Irrelevant if you dont have any Lags or Loading Screens from it
(Pls note another way would be to Copy Elite Dangerous here and use a Self Triggered Instance Change. Caused by your Jump Drive. But that would Require a third Instanced Area for Hyperspace or whatever. And it causes the Funny Bugs of being able to Supercruise to another Solar System and then sitting in front of it but still requiring to use the Jump Drive for the 0.1 LS Range because you can only trigger that instance change by using the Jumpdrive
So I would use a Proximity Trigger.
Of course in SC due to the way In System Jumps are Handled. They could use a Mix of both. In Addition to the Proximity Trigger they could also change Instance when using the Jumping.

)
In General. This is a bit of Work of course.
But I would say its all within the Possibility Range.
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I have a technical question.
Cryengine wasn't designed with planets in mind. How would they deal with e curvature of planets? How do you make gravity point correctly to the centre of the round body as you travel around it? How do you deal with the z-coordinate for level design if you can be anywhere on the round planet. At that point, the engine would have very little to do with cryengine anymore, right?
I would likely do it the same as when using the Unreal Engine.
I would set it as Trapezoid Areas.
An Ball Form Planet. Would thus be Partitioned into at the very least 6 Areas.
Each having only 1 Directional Gravity.
I guess for not causing any abrupt Direction Changes. It would make more sense to use around 60 Different Areas of course.
Most Humans in a Game wont be able to really notice that Gravity is actually wrong by 10 Degree. They notice they are still pulled to the Ground.
If you tested afterwards you would surely notice. OK On this edge if I just stop all engines and then Fall. I am actually falling in a slight angle of 6 Degrees to the Side.
But it wont disturb the Gaming Experience
I admit tough I dont know if you can set several Gravity Zones in the CryEngine.