Fact-checked by Grok 2 weeks ago

RE Engine

The RE Engine is a video game engine developed by , debuting with in 2017 and designed to enable high-quality game development while reducing costs through simplified complex technologies and optimized hardware performance. It supports photorealistic visuals, seamless online features, and cross-platform adaptability, including efficient rendering on devices like the with minimal loading times. Developed internally by 's R&D Foundational Technology Department with input from over 150 team members, the engine evolved through staged updates via the project, incorporating flexibility for audio and other systems to suit diverse needs. This versatility has allowed it to power a wide range of titles beyond , including action games like , cooperative multiplayer experiences such as , and open-world RPGs like , demonstrating its adaptability across genres and hardware generations. Key to 's strategy as a leading content creator, RE Engine facilitates global competitiveness by streamlining production and maximizing graphical fidelity, with ongoing enhancements exploring for development efficiency. As of 2024, has no plans to license it externally but is promoting its use through initiatives like the Capcom Games Competition for educational institutions, aiming to foster industry innovation.

Development

Origins and initial creation

The development of the RE Engine commenced in 2014 within Capcom's internal studios, coinciding with the early stages of production for . This new proprietary engine was spearheaded by producer Jun Takeuchi, alongside director Kōshi Nakanishi and a team structured around asset-based workflows rather than traditional roles, involving over 150 members by later stages. The primary motivation was to transition from Capcom's prior engine, which lacked sufficient optimization for next-generation consoles and (VR) integration, enabling a return to the series' horror roots through immersive first-person perspectives. Key technical goals centered on VR compatibility from the outset, targeting stable 60 frames per second performance to minimize while supporting photorealistic rendering. The engine incorporated advanced asset pipelines, including —a process of capturing real-world objects with multiple cameras to generate high-fidelity models—for creating detailed environments and characters, enhancing in confined, claustrophobic settings typical of gameplay. This approach addressed challenges from earlier engines, hindering optimization for next-generation hardware and . The RE Engine's first public demonstration was the "" VR tech demo at the Electronic Entertainment Expo () in June 2015, showcasing its rendering capabilities. The full Resident Evil 7 was revealed at with a playable VR demo highlighting first-person horror mechanics. Public demo releases, such as the Beginning Hour demo in September 2016, allowed refinement of core features like asset quality control and VR optimization. By the game's full release in January 2017, the engine had achieved complete integration, powering the title's photorealistic visuals and seamless interactions on , , and PC.

Expansion and major updates

Following the release of in 2017, the RE Engine underwent significant expansion starting in 2018 to support the remake of . This update adapted the engine from its initial first-person perspective to accommodate third-person views, enabling more dynamic camera controls and larger, interconnected environments that enhanced exploration while maintaining photorealistic rendering. The engine evolved through staged updates via the REX project, incorporating middleware flexibility. In 2020, integrated ray tracing capabilities into the RE Engine for the Devil May Cry 5: Special Edition, introducing realistic reflections and refractions on next-generation consoles like the and Series X/S. This marked a major graphical advancement, allowing for more immersive lighting effects without compromising performance in action-heavy sequences. By 2021, the engine received cross-generation optimizations for and Series X/S with , including faster load times via SSD support and enhanced resolution scaling to leverage hardware-specific features like variable rate shading. Further enhancements from 2023 to 2025 focused on performance scalability for diverse genres. Street Fighter 6, released in 2023, utilized updated RE Engine tools to achieve stable 60 FPS in competitive modes across platforms, with options for higher frame rates on PC and next-gen consoles to support precise input timing in fighting gameplay. For Monster Hunter Wilds in 2025, the engine incorporated advanced dynamic weather systems that influence monster behaviors and environments in real-time, alongside multiplayer scaling optimizations to handle up to 4 players in standard hunts, larger lobbies of up to 100, and up to 16 players in base camps or special events. To support these expansions, grew its RE Engine team and collaborated with external partners on specialized tools, notably developing real-time pipelines integrated directly into the engine via the "RE Preview" system. This allowed for immediate in-engine feedback during filming at 's internal studio, streamlining workflows for titles requiring complex character interactions.

Technical features

Rendering and graphics capabilities

The RE Engine employs for asset creation, capturing real-world objects and environments through rapid photography to generate high-fidelity models and textures. Over half of the assets in (2017) were produced using this technique, which reduces development time by approximately 40% while achieving detail comparable to manual modeling. This approach enables lifelike character models scanned from actors, supporting realistic animations, and immersive environments derived from location shoots in places like rural and the . Real-time global illumination and ray tracing capabilities have been progressively integrated into the RE Engine, enhancing lighting realism across titles. Initial implementations focused on screen-space reflections, evolving to include ray-traced global illumination and reflections for more accurate light bouncing and shadow casting. In (2021), full ray tracing support delivers realistic shadows, indirect lighting, and reflective surfaces, such as on water and metallic objects, marking a significant advancement in the engine's photorealistic rendering. The engine utilizes a (PBR) pipeline to simulate realistic material interactions with light, incorporating material shaders that handle for organic surfaces like skin and fabrics. This supports (HDR) lighting and output, allowing for detailed specular highlights, diffuse scattering, and in scenes. To ensure consistent performance on diverse hardware, the RE Engine incorporates adaptive resolution scaling, dynamically adjusting internal render resolution to maintain 60 frames per second during intensive scenes. partnerships have enabled DLSS-like upscaling technologies in select titles, such as path-traced rendering with DLSS 4 in Requiem (upcoming), boosting frame rates while preserving visual fidelity.

Performance optimization and tools

The RE Engine incorporates Level of Detail (LOD) systems and occlusion culling to efficiently manage rendering in large-scale worlds, minimizing computational overhead while preserving visual fidelity. LOD techniques dynamically adjust asset complexity based on distance from the viewer, such as reducing the number of hair strands rendered in the Resident Evil 4 remake by shuffling and culling elements in lower-detail variants, which helps maintain stable frame rates in detailed scenes. Occlusion culling further optimizes performance by avoiding the rendering of hidden objects; in Resident Evil 2, the engine renders occluders to a low-resolution depth buffer and performs bounding box tests against it, substantially lowering draw calls in occluded environments. Cross-platform development is supported through unified tooling that streamlines deployment across PC, consoles, and select mobile adaptations, with ensuring from 8th-generation hardware to current-generation systems. Developers leverage C# scripting for game logic, executed via the proprietary REVM , complemented by visual scripting nodes for and iteration without deep code changes. Key optimization techniques include asynchronous asset streaming for seamless world transitions and balanced CPU/GPU , tailored to constraints in titles spanning multiple generations. Texture and asset streaming, as implemented in , loads high-resolution elements progressively to prevent hitches during gameplay. 12-specific enhancements, such as barrier reduction and overlapped UAV access, further improve GPU utilization in RE Engine titles like and Devil May Cry 5. Integrated analytics tools enable profiling of memory usage and frame times during production, aiding developers in identifying bottlenecks for real-time adjustments. These capabilities were particularly vital in optimizing Dragon's Dogma 2's open-world performance, where post-launch updates addressed CPU limitations and stuttering through targeted profiling-driven refinements.

Audio and physics integration

The RE Engine incorporates advanced 3D spatial audio capabilities to create immersive soundscapes, utilizing positional ambience that combines base, 3D positional, and atmospheric elements for heightened environmental awareness. This system supports head-related transfer function (HRTF) processing through integration with tools like Yamaha ViReal in titles such as Resident Evil 7: Biohazard, enabling realistic directional sound localization for headphones and enhancing horror elements by allowing players to discern threats via audio cues before visual confirmation. Dynamic occlusion is handled by detecting collisions between audio emitters and meshes or effects, which muffles sounds based on intervening geometry—for instance, transitioning from clear audio in open rooms to obstructed, low-pass filtered output in enclosed or separated spaces. Reverb effects are similarly adaptive, employing auxiliary sends that adjust based on room geometry, material properties, and spatial volume to simulate acoustic reflections in varied environments like the dilapidated houses of Resident Evil 7. The engine's in-house physics system drives , enabling realistic interactions such as debris scattering and object manipulation in scenarios. Cloth simulation is supported for secondary animations, as seen in character clothing and environmental fabrics that respond to movement and impacts in games like 5. Destructible environments leverage these simulations to break apart props and structures dynamically, contributing to tense, interactive set pieces. is tightly coupled with the physics layer, optimizing queries for pathfinding by prioritizing efficient spatial partitioning to navigate complex indoor layouts without performance degradation. Integration between audio and physics ensures synchronized, reactive experiences, where animation-driven triggers—drawing from velocity and angular data—automate sound playback for actions like footsteps and prop interactions. Footsteps, for example, vary by surface material detected through collisions, producing distinct audio profiles (e.g., wood creaks versus metal clanks) that align with physical responses. This coupling extends to haptic feedback on supported controllers, such as the DualSense, where vibrations simulate weapon recoil and environmental textures in , amplifying tactile immersion without disrupting core simulations. Asynchronous updates minimize CPU overhead, allowing real-time adjustments to , reverb, and physics events. The RE Engine's modular design supports virtual reality adaptations, facilitating transitions between flat-screen and VR playback while preserving immersive fidelity, as seen in titles like Resident Evil 7: Biohazard for PSVR and Resident Evil 4's VR mode.

Games using RE Engine

Resident Evil series titles

The RE Engine made its debut in the Resident Evil franchise with Resident Evil 7: Biohazard in 2017, marking a significant shift toward first-person perspective and photorealistic visuals to heighten survival horror tension. The engine's advanced photogrammetry and 3D scanning technologies enabled highly detailed character models and environments, creating an immersive sense of realism that amplified the game's claustrophobic atmosphere and psychological dread. Subsequent remakes, (2019), (2020), and (2023), leveraged the RE Engine's modular rigging and animation tools to introduce enhanced enemy AI behaviors, allowing for more unpredictable pursuits and interactions, such as the relentless tracking by Mr. X and . These titles expanded enemy variety through the engine's efficient asset management, enabling diverse zombie mutations and behaviors without compromising performance across platforms. The modular system facilitated seamless integration of updated assets from the originals, preserving narrative fidelity while modernizing combat and exploration dynamics.) Resident Evil Village (2021) built on these foundations by incorporating semi-open-world elements in its titular setting, allowing for broader exploration amid lycan-infested areas, with the RE Engine's ray-traced lighting enhancing shadowy encounters and atmospheric depth during werewolf-like enemy ambushes. The 2022 Gold Edition expanded this with the Winters' Expansion, adding new story content and third-person modes that further utilized the engine's rendering capabilities for richer visual storytelling and replayability. Looking ahead, Resident Evil Requiem, scheduled for release in 2026, continues the franchise's use of the RE Engine, promising refined survival horror mechanics in a single-player experience set to deliver intense, narrative-driven terror. Across these titles, the RE Engine features franchise-specific optimizations, including horror-tuned dynamic lighting systems that build suspense through subtle shadow play and sudden illuminations to trigger jump scares, as seen in the Baker house sequences of Resident Evil 7. Additionally, inventory management integrates physics simulations, allowing rotatable 3D item grids with realistic weight and interaction, which streamlines puzzle-solving and resource allocation in high-tension scenarios.

Other Capcom franchises

Beyond the Resident Evil series, the RE Engine has powered a diverse array of titles across action, RPG, and multiplayer genres, demonstrating its adaptability to high-speed combat, expansive worlds, and online features. In action games, (2019) leverages the engine's advanced visual effects capabilities to deliver fluid, stylish combat sequences enhanced by intricate particle systems for attacks and environmental interactions. Similarly, (2023) utilizes the RE Engine to support real-time rollback netcode for competitive online play and detailed animations for its Drive System mechanics, such as precise muscle deformations during strikes. In RPGs and adventure titles, the engine enables vast, seamless open-world exploration and sophisticated AI behaviors. (2024) employs the RE Engine to render expansive landscapes without loading screens and to drive the pawn companion system, where AI-controlled allies adapt to player strategies and environmental challenges in real-time. (2021) integrates the engine for responsive hunting mechanics, including wirebug traversal for agile mobility across dynamic terrains, while its sequel, (2025), expands this to larger-scale ecosystems with improved co-op scaling for multiplayer hunts. Other implementations highlight the engine's multiplayer versatility. Exoprimal (2023) uses the RE Engine to handle asymmetrical team-based battles against dinosaur hordes, supporting up to 10 players in fast-paced, objective-driven matches with robust online infrastructure. Pragmata, an upcoming sci-fi adventure slated for 2026 with development tweaks announced in 2025, adapts the engine for lunar environments, focusing on high-fidelity rendering of holographic interfaces and zero-gravity physics in its narrative-driven gameplay. Onimusha: Way of the Sword, announced in 2025 and scheduled for 2026, revives the samurai action-horror series using the RE Engine for detailed Edo-period settings and intense sword combat. These adaptations underscore the RE Engine's robust networking backbone, evident in rollback netcode for fighting games like Street Fighter 6 and scalable co-op systems in Monster Hunter titles, allowing seamless player synchronization across genres.

Future developments

RE neXt Engine (REX) announcement

In October 2023, announced the development of "RE neXt ENGINE," codenamed , as the successor to the RE Engine during its CAPCOM Open Conference Professional RE:2023 event. The reveal occurred in a dedicated titled "RE ENGINE's Past and Future," which included a 22-minute developer demo highlighting REX's advancements. Designed specifically for next-generation hardware, REX aims to support asset generation and AI-driven to address the expanding complexity of modern game development. Key differences from the RE Engine include a more modular architecture that enables easier integration of and the creation of procedural worlds extending beyond photogrammetry-based techniques. While built on the foundational elements of the RE Engine, introduces capabilities for generating dynamic environments in , allowing for greater flexibility in asset handling and world-building. This responds to the challenges of ballooning asset sizes and genre diversity in Capcom's titles, without immediately replacing the existing RE Engine. Initial applications for were teased for unannounced projects, emphasizing its role in future productions rather than retrofitting current ones. The announcement underscored Capcom's commitment to evolving its proprietary technology to maintain high-fidelity visuals and performance across diverse platforms.

Ongoing enhancements and transitions

In 2025, continued refining the RE Engine to accommodate the unique demands of its upcoming titles, particularly for sci-fi settings in Pragmata, where adjustments were made to support advanced character animations, such as long hair simulation. These tweaks enable more dynamic interactions in space-based environments, building on the engine's established physics integration to handle elements like low-gravity movement without compromising performance. Pragmata is scheduled for release in 2026. As part of its transition strategy to the successor RE neXt Engine (), has emphasized to facilitate asset reuse across projects, allowing existing RE Engine content to integrate seamlessly with REX advancements. This approach is exemplified in Wilds, released on February 28, 2025, which leverages the RE Engine for larger-scale worlds. The enhancements reflect Capcom's broader pipeline shift, where the RE Engine remains central to supporting the series' 30th anniversary initiatives in 2026, including confirmed native ports of , Village, and (the ninth mainline entry, launching February 26, 2026) to the on February 27, 2026, with reports suggesting additional titles such as , , and . Meanwhile, REX prototypes are advancing for next-generation applications, ensuring a smooth handover without disrupting ongoing productions. Key challenges in these updates involve balancing legacy support for older and assets with , such as AI-driven upscaling techniques to future-proof visuals across platforms like PC and next-gen consoles. Developers must optimize for open-world demands seen in titles like Wilds while maintaining compatibility, often requiring iterative to avoid bottlenecks in rendering.

References

  1. [1]
    RE ENGINE's Past and Future - CAPCOM
    We will look back at RE ENGINE's achievements to date and introduce our current operational flow and vision for the future.
  2. [2]
    [PDF] CAPCOM INTEGRATED REPORT 2021
    RE ENGINE is an outstanding game engine that not only makes it possible to develop high quality games while reducing development costs, it maximizes the ...
  3. [3]
    Capcom will hold a Game Development Competition for the First ...
    Dec 9, 2024 · RE ENGINE is Capcom's world-class game development engine. In addition to facilitating a smooth development environment by simplifying complex ...
  4. [4]
    vol.03 Jun Takeuchi |Developer Interviews 2016 - CAPCOM
    In addition to the VR support, Capcom used a new development engine dubbed the RE ENGINE for the first time. ... The development structure of RESIDENT EVIL 7 ...
  5. [5]
    Resident Evil 7 – Capcom Explains Why They Built A Brand New ...
    Sep 27, 2016 · The main feature of the RE ENGINE is its ability to dramatically reduce the time required for various game development processes.Missing: replace | Show results with:replace
  6. [6]
    Resident Evil 7: The Use of Photogrammetry for VR - 80 Level
    Aug 28, 2016 · Capcom did a presentation about it's most recent 'RE Engine' and discussed how this tech helps to use photogrammetry in its recent FPS Resident Evil game.
  7. [7]
    E3 2016: Resident Evil 7 debuts RE Engine, first-person gameplay ...
    Jun 14, 2016 · The RE Engine was described as being 'VR-orientated', with Resident Evil 7 linking directly to both Resident Evil 6 and the 'Kitchen' ...
  8. [8]
    E3 2018: Resident Evil 2 Remake Release Date Announced - IGN
    Jun 11, 2018 · Resident Evil 2 Remake Reveal Trailer - E3 2018 According to Capcom, the game has been completely rebuilt using the RE Engine—the same engine ...
  9. [9]
    Devil May Cry 5 Special Edition | CAPCOM
    Nov 10, 2020 · Ray-tracing allows for life-like realistic reflections and refractions, whether you're looking at a mirror or a lake! Implementing ray-tracing ...
  10. [10]
    Street Fighter 6: a generational divide between PS4 and PS5/Series X
    Jun 13, 2023 · This mode change only allows the World Tour battles to run at 60fps by forcing the resolution down to 1440p rather than 4K for the rest of the ...
  11. [11]
    Monster Hunter Wilds review - Windows Central
    Rating 3.5 · Review by Jez CordenFeb 24, 2025 · Indeed, one of Wilds' big new signature features is dynamic, evolving weather effects. ... It's a strong endorsement of the RE Engine how ...
  12. [12]
    Real-Time Motion Capture Preview in RE ENGINE - CAPCOM
    This presentation will introduce RE ENGINE's real-time motion capture preview system, "RE Preview." Topics include the kinds of motion capture this system ...
  13. [13]
    Capcom Demonstrates Motion Capture Running Directly in RE Engine
    Oct 31, 2023 · The studio demonstrated how motion capture data runs directly in the engine, in real time, with RE Preview, and the movement is incredibly smooth and accurate.
  14. [14]
    Advances in Ray Tracing - CAPCOM
    In Advances in Ray Tracing, we will discuss recent improvements in RE ENGINE's Ray Tracing, new feature implementations, and usage and measurements for each ...
  15. [15]
    Resident Evil Village tech review: Capcom transitions beautifully to ...
    Rating 3.0 · Review by John LinnemanMay 12, 2021 · It's also a remarkable showcase for the excellent RE Engine, with image quality, performance and ray tracing enhancements for the next ...
  16. [16]
    Behind the Pretty Frames: Resident Evil
    Jul 20, 2022 · RE Engine is based on a “Clustered Deferred” rendering system in order to server the level design requirements and the “Metroidvania” play style ...
  17. [17]
    Resident Evil 7 at 4K: does resolution really matter? | Digital Foundry
    Feb 3, 2017 · Combined with dynamic resolution scaling and various reconstruction techniques, such as checkerboard rendering and temporal super-sampling ...
  18. [18]
    Over 175 DLSS 4 Games and Apps Available, 10+ RTX ... - NVIDIA
    Aug 20, 2025 · Path tracing and DLSS 4 will be coming to Resident Evil Requiem, enhancing realism and accelerating performance. Don't miss the new era of ...
  19. [19]
    Resident Evil 4 Hair Discussion - ドクセル
    Resident Evil 4 Hair Discussion. 9.8K Views. November 27, 23. #capcom #r&d #カプコン ... The first is to create a 1/16th size depth buffer for occlusion culling the hair strands.
  20. [20]
    Resident Evil 2 Frame Breakdown
    Aug 1, 2019 · Occlusion culling. Occluders are rendered into a small resolution depth buffer and then bounding boxes are being tested against this depth ...
  21. [21]
    Capcom announces next-gen tech REX that goes “beyond the ...
    Oct 27, 2023 · Capcom's REX technology is next-gen version of RE Engine with better customization and new asset streaming tools.
  22. [22]
    C# 8.0 / .NET Support for Game Code, and the Future - CAPCOM
    In RE ENGINE, all game logic is written in the C# programming language and runs on a proprietary virtual machine called REVM. We will discuss the benefits ...<|separator|>
  23. [23]
  24. [24]
    [PDF] DirectX 12 Optimization Techniques in Capcom's RE ENGINE
    Reduce VGPR by 1: 3 out of 10 wavefronts. Be careful of scratch memory! Page 7. | DirectX 12 Optimization Techniques in Capcom's RE ENGINE | Ojiro Tanaka | ...
  25. [25]
    Dragon's Dogma 2 performance analysis: It'll take everything your ...
    Mar 20, 2024 · The game uses Capcom's Reach for the Moon (RE) Engine, used to great success in the Resident Evil 4 remake, Resident Evil Village, Monster ...
  26. [26]
    [PDF] The Sound of Horror - Resident Evil 7 - GDC Vault
    What is RE ENGINE. ○ In-house game engine. ○ Designed for RESIDENT. EVIL 7 ... Reverb, Occlusion. ○ Detect parameters from Mesh and Effect collision.
  27. [27]
    Resident Evil 7: Biohazard - PCGamingWiki PCGW
    RE Engine. Release dates. Windows, January 24, 2017. macOS (OS X), July 2, 2024 ... Uses Yamaha ViReal for HRTF. Royalty free audio. Localizations • Link ...1Availability · 5Video · 7Audio · 9Issues fixedMissing: binaural | Show results with:binaural
  28. [28]
    RE Engine - Wikipedia
    RE Engine, also known as Reach for the Moon Engine, is a proprietary video game engine created by Capcom. It was originally designed for Resident Evil 7: ...Capcom Arcade Stadium · Deep Down (video game) · MT Framework · Exoprimal
  29. [29]
    Capcom's RE Engine Animation Features - Game Anim
    Nov 16, 2019 · Capcom's RE Engine Animation Features · RE ENGINE : Procedural Animation & Motion Matching · Devil May Cry 5 : Physics Simulations & Secondary ...<|separator|>
  30. [30]
    Resident Evil 4 VR Mode interview: new gameplay features ...
    Dec 6, 2023 · Kumazawa: Capcom has its own proprietary game engine called the RE Engine, and VR Modes for RE7 and RE Village were developed using this engine.
  31. [31]
    Resident Evil 7's Photorealistic 3D Scanning Technology Detailed
    Sep 27, 2016 · In doing so, we further enhanced accuracy and were able to better reflect the feeling of the Resident Evil world in the 3D data, creating ...
  32. [32]
    Resident Evil 7 Teaser: Beginning Hour on Steam
    Rating 4.5 (1,483) · 14-day returnsDec 18, 2016 · ... photorealistic graphics of RE Engine mark a new beginning for survival horror ... Resident Evil 7 Teaser: Beginning Hour Genre: Action, Adventure.
  33. [33]
    Resident Evil 2 Remake takes Capcom's RE engine to the next level
    Jan 15, 2019 · Character modelling is also top-notch with realistic animations both in and out of cutscenes, and a lot of weight and physicality - from the way ...
  34. [34]
    Resident Evil Village runs at dynamic 4K on PS5 with ray-tracing
    Nov 3, 2020 · Resident Evil Village is a first-person game that sees protagonist Ethan Winters in a snowy village with witches and werewolf-like creatures.
  35. [35]
    Resident Evil Village Gold Edition|CAPCOM
    Gold Edition includes the base game with 3 additional major new features, including the new story content Shadows of Rose.Missing: Engine | Show results with:Engine
  36. [36]
    Resident Evil Requiem, the Latest Title in the Series, Also Coming to ...
    Sep 16, 2025 · Resident Evil Requiem, the Latest Title in the Series, Also Coming to Nintendo Switch 2 on February 27, 2026! – Additionally, two other Resident ...
  37. [37]
    Resident Evil Requiem: Release Date, Gameplay, And Everything ...
    Jun 12, 2025 · When will Resident Evil: Requiem be released? Resident Evil: Requiem will be released on February 27, 2026. Resident Evil: Requiem trailer.<|control11|><|separator|>
  38. [38]
    RE Engine and the photorealistic future of Capcom - Resident Evil 7
    Jan 20, 2017 · Resident Evil 7 will be in stores on January 24, celebrating 20 years of Resident Evil. Do you have high hopes for the RE engine?<|control11|><|separator|>
  39. [39]
    Platinum Titles |Product Data - CAPCOM
    11. Monster Hunter Rise: Sunbreak. Monster Hunter Rise: Sunbreak · 12. Resident Evil 6. Resident Evil 6 · 13. Resident Evil 5. Resident Evil 5 · 14. Street Fighter ...Missing: Engine | Show results with:Engine
  40. [40]
    First official details and screenshots for Devil May Cry 5, will be ...
    Jun 11, 2018 · Capcom's proprietary in-house RE Engine ensures that with Devil May Cry 5, the series continues to achieve new heights in fidelity, featuring ...
  41. [41]
    Devil May Cry 5 : Techniques Employed for Efficient Creation of ...
    Oct 27, 2019 · ... RE ENGINEのVFX機能について、制作実例を元に解説を行います。 また、シェーダーによるエフェクト活用例も併せて紹介させていただきます ...
  42. [42]
    Save 50% on Street Fighter™ 6 on Steam
    Rating 4.5 (18,406) · 14-day returnsPowered by Capcom's proprietary RE ENGINE, the Street Fighter 6 experience spans across three distinct game modes featuring World Tour, Fighting Ground and ...
  43. [43]
    Street Fighter 6 Redefines the Genre in 2023 - Capcom
    Jun 2, 2022 · The RE Engine enables the development team to bring-to-life fine details like individual muscles tensing up, cinematic Super Arts, and special ...
  44. [44]
    Street Fighter 6 was built for esports with next-gen haduken tech
    Feb 21, 2022 · Capcom announces Street Fighter 6, a new sequel built in the RE Engine with rollback netcode tweaked for competitive esports.
  45. [45]
    Dragon's Dogma 2 official web page|CAPCOM
    Dragon's Dogma 2. Genre: Action-RPG; Player(s): 1; Release-timing: Available now; ESRB Rating: M. RE ENGINE. Online Manual · Dragon's Dogma Portal ...
  46. [46]
    Behind Capcom's In-House RE ENGINE Tools For Dragon's Dogma 2
    Apr 10, 2025 · RE ENGINE was first introduced in 2017's Resident Evil 7, and it's ... Yoshiaki Hirabayashi said. For the development of Dragon's Dogma ...
  47. [47]
    Monster Hunter Rise | ONLINE INTEGRATED REPORT 2021
    In order to give the hunting action in MHRise a new feel, we made use of our proprietary development engine RE ENGINE. Based on the concept of “anytime ...<|control11|><|separator|>
  48. [48]
    How Monster Hunter Wilds was made possible by Capcom's ...
    Feb 11, 2025 · Monster Hunter Wilds looks set to expand on the series, leveraging RE Engine to create an even more ambitious and larger scale monster hunting world than ever ...
  49. [49]
    How Is Capcom's RE Engine So Versatile? - Game Informer
    Jul 3, 2023 · Since Resident Evil 7, RE Engine has been used to develop Resident Evil Village, the Resident Evil 2, 3, and 4 remakes, Devil May Cry 5, Ghosts ...
  50. [50]
    Pragmata is part puzzle game, part sci-fi shooter, and all a surprising ...
    Aug 27, 2025 · Built in RE Engine, the narrow corridors and rooms that you explore look absolutely stunning. With an abundance of grimy horror games like ...
  51. [51]
    RE:2023 RE ENGINE's Past and Future - YouTube
    Oct 25, 2023 · Overview More than five years have passed since the first game to use RE ENGINE, Resident Evil 7, was released in 2017.
  52. [52]
    Capcom Reveals It's Working on a Next-Gen RE Engine ... - IGN
    Oct 26, 2023 · REX Engine will include all previous features of RE Engine while adding support for new technologies and handling the growing size of assets ...Missing: announcement | Show results with:announcement
  53. [53]
    Capcom is working on a next-generation RE Engine successor
    Oct 27, 2023 · Capcom has revealed that a new engine is in the works, aptly entitled the REX Engine, and is described as a next-gen version of RE Engine.
  54. [54]
    Capcom's new REX engine will address "ballooning" game scales ...
    Oct 27, 2023 · Rather than rolling out the new REX engine in one go, Capcom plan to gradually weave the core features into the existing RE Engine tech. I ...
  55. [55]
    Capcom Develops New REX Game Engine - Anime News Network
    Oct 28, 2023 · CAPCOM announced in a 22-minute streamed presentation intended for developers on Thursday that it is developing a next-generation game engine titled REX ENGINE.Missing: details | Show results with:details
  56. [56]
    Capcom is developing a successor to the RE Engine, codenamed ...
    Oct 26, 2023 · It has begun work on RE Engine's successor and is currently calling the next generation of the engine by the codename “REX”.Missing: announcement | Show results with:announcement
  57. [57]
    Capcom Had To Tweak Its RE Engine For One Unexpected Thing In ...
    Aug 28, 2025 · According to producer Naoto Oyama, the RE Engine actually had to be changed to even make this possible. When asked about any new features that ...
  58. [58]
    RE Engine Will Evolve Into REX Engine, Says CAPCOM; Mesh ...
    Oct 27, 2023 · The RE Engine was arguably instrumental in CAPCOM's renaissance, delivering improved features such as volumetric lighting, photogrammetry, more ...
  59. [59]
    All six RE Engine Resident Evil games, including Requiem, are ...
    Sep 10, 2025 · This would not only mean ports of Resident Evil 7: Biohazard, Resident Evil Village and the remakes of Resident Evil 2, 3 and 4, but also a port ...
  60. [60]
    Even Capcom Was Surprised At How Well Resident Evil Requiem ...
    Sep 30, 2025 · The series will be celebrating its 30th anniversary next year, so we're expecting to see even more big things from Capcom's survival horror ...
  61. [61]
    New Resident Evil 9 Requiem footage shows seamless transition ...
    Aug 20, 2025 · Capcom has revealed impressive new gameplay for Resident Evil 9 at Gamescom, showing off some new upgrades to the RE Engine in the process.