RE Engine
In 2014, Capcom began building a new toolset called the RE Engine. This project started during the early development of Resident Evil 7: Biohazard. The team needed to move away from their previous MT Framework system because its tools slowed down production. They also abandoned Panta Rhei, an engine that had been in development since 2011. That earlier project failed when the PlayStation 4 game Deep Down never released. Jun Takeuchi led Division 1 and stated they had to rethink how games were made. He explained that asset-based development was becoming the global standard for graphics and 3D models. A generic third-party engine would not fit the specific needs of Resident Evil 7. The company decided to build their own solution instead.
The engine introduced volumetric lighting features that improved visual depth compared to older systems. Developers could use photogrammetry to scan real-world objects and turn them into high-quality assets within the game world. New physics simulation options allowed debris to react more realistically during gameplay sequences. Animation tools included modular rigging and motion matching to speed up character movement creation. Procedural animation techniques helped generate natural movements without manual keyframing. Motion retargeting allowed animations to be reused across different character types efficiently. These features enabled the engine to support virtual reality modes while maintaining high frame rates. High framerates were essential to prevent players from experiencing motion sickness during VR sessions.
Porting the RE Engine to the Nintendo Switch required significant background technical engineering work. Yasunori Ichinose directed Monster Hunter Rise on this platform and noted the difficulty of creating large maps. The team needed to maintain graphical quality while fitting everything into limited memory space. Capcom made a direct request to Nintendo regarding hardware specifications before development began. They asked for the console's onboard RAM to increase from 2GB to 4GB capacity. This change was necessary to make the Switch potent enough for developing games using the RE Engine. Without this upgrade, the memory constraints would have severely limited what developers could achieve on the handheld system.
Resident Evil 7: Biohazard launched in 2017 as the first title built with the new engine. It appeared on PlayStation 4, Windows, Xbox One, and later ports to other platforms. Resident Evil 2 followed in 2019 as a remake that utilized the same technology. Devil May Cry 5 released in 2019 and became another major title powered by the system. Monster Hunter Rise arrived in 2021 and expanded the engine's reach across multiple consoles. Street Fighter 6 came out in 2023 and demonstrated the engine's versatility beyond horror or action genres. Dragon's Dogma 2 and Kunitsu-Gami: Path of the Goddess both launched in 2024. These titles showed how the engine supported diverse gameplay styles under one roof.
No single game or franchise drives the direction of the engine according to Monster Hunter producer Ryozo Tsujimoto. All internal studios contribute towards its improvement rather than one team dictating changes. This approach avoided pitfalls seen at other companies like Electronic Arts where a singular engine was tuned for specific games. Capcom Division 1 worked alongside other groups to ensure tools remained useful across different projects. The structure allowed developers from various franchises to share resources and feedback. This collaborative model prevented the fragmentation that often occurs when teams build isolated systems. Every studio contributed improvements back into the core codebase for everyone to use.
Capcom unveiled Codename REX during a developer-focused presentation in October 2023. The event lasted twenty-two minutes and outlined plans for their next-generation game engine. Acknowledging limitations in the current RE Engine, the new upgrade will involve incrementally integrating RE+X technology. This strategy elevates existing capabilities to meet future demands without starting from scratch. The company aims to integrate these features directly into the existing RE Engine framework. Future integration plans include support for upcoming hardware platforms like the Nintendo Switch 2. Titles such as Resident Evil Requiem and Monster Hunter Wilds are scheduled to utilize these upgraded systems upon release.
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Common questions
When did Capcom begin building the RE Engine?
Capcom began building the RE Engine in 2014 during the early development of Resident Evil 7: Biohazard. The team abandoned their previous MT Framework system and Panta Rhei engine to improve production speed.
What specific hardware change did Capcom request from Nintendo for the Switch version of the RE Engine?
Capcom requested that Nintendo increase the console's onboard RAM from 2GB to 4GB capacity before development began. This upgrade was necessary to make the Switch potent enough for developing games using the RE Engine without severe memory constraints.
Which game launched first with the new RE Engine technology?
Resident Evil 7: Biohazard launched in 2017 as the first title built with the new engine. It appeared on PlayStation 4, Windows, Xbox One, and later ports to other platforms.
Who leads Division 1 at Capcom regarding the development of the RE Engine?
Jun Takeuchi led Division 1 and stated they had to rethink how games were made when starting the project. He explained that asset-based development was becoming the global standard for graphics and 3D models.
When did Capcom unveil plans for the next-generation Codename REX update?
Capcom unveiled Codename REX during a developer-focused presentation in October 2023. The event outlined plans to incrementally integrate RE+X technology into the existing framework.