CAPCOM's R&D YouTube channel posted a series of videos focused on the RE Engine. One of these looks into the past and the future of the technology.
The RE Engine was arguably instrumental in CAPCOM's renaissance, delivering improved features such as volumetric lighting, photogrammetry, more accurate physics simulations, etc., while providing high performance and stability. The company started working on it in April 2014, releasing the first game powered by the new engine in early 2017. Resident Evil VII: Biohazard turned a new leaf for CAPCOM, starting a streak of successful releases that lasted many years, arguably until Exoprimal.
Nearly all of the games released in this timespan (with the notable exception of Monster Hunter World, which is still powered by the old MT Framework) were made with RE Engine and have achieved significant critical and commercial success, propelling CAPCOM to record-breaking game sales and stock pricing. Here's the full list:
However, CAPCOM isn't resting on its laurels. For all its perks, even the RE Engine has its own issues. It needs to be able to handle large volumes of large size assets, and it also has to support a high degree of customization as games of different genres are made with it. Moreover, the engine is used by overseas contractors, requiring increased work in documentation, samples, and localization.
That's why CAPCOM is now developing a new engine iteration called REX or RE neXt ENGINE. The new REX technology will be added to RE Engine in various phases. While we didn't get much in the way of specifics, the following components were shown in a slide:
In another video posted on the R&D channel, CAPCOM went over some of the future rendering techniques that will be added to RE
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