Capcom have unveiled the next generation of their in-house RE Engine, which came in alongside Resident Evil 7 in 2017 and has been used by a bunch of projects over the years, from the excellent Devil May Cry 5 to the forthcoming possibly-excellent Dragon's Dogma 2. RE Engine's successor, the REX engine, is a response to three things - 1) RE Engine productions getting bigger in terms of assets, and more diverse in terms of genre, 2) RE Engine games being increasingly made by overseas developers who speak different languages, and 3) unflattering comparisons with various commercial tools, like Unreal Engine and Unity.
All that's according to a new video presentation popped up by Capcom R&D, voiced by an unnamed member of staff. "In the course of operating RE Engine so far, several issues have come to light," it explains. "First, the scale of projects has expanded and diversified. Compared to the first release of Resident Evil 7, the number and the scale of recent projects has ballooned more than five times.
"This has resulted in slower iteration speeds than in the beginning and the need for more efficient mechanisms to handle larger and larger amounts of assets," the video continues. "The number of titles developed using RE Engine has also diversified and required a high degree of customisation to suit each genre.
"RE Engine is also being used by overseas subcontractors, and the number of foreign nationals among project members is increasing," it goes on. "As a result, we are required to provide better documentation, samples, and tutorials than ever before, and to support multiple languages.
"In addition, the number of mid-career and new graduate hires who have experience with commercial game engines is increasing,
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