The RE Engine Is Evolving, Capcom Is Working On It! [VIDEO]

Capcom’s developers are working on some pretty powerful PCs for this… but considering the capabilities of the REX engine, it’s no wonder.

 

In their RE Engine overview, Capcom developers shared what PCs they’re working on. The processor is AMD’s Ryzen Threadripper Pro 5975WX. The workstation processor has 32 cores and 64 threads, with 146MB of cache. It’s clocked at 4.5GHz, and while it’s not the latest 7000 series, the multithreading performance (essential for building games and engines) is excellent. With the newer hardware, 15-minute builds can be completed in a third of the time, less than 5 minutes. The choice of graphics card is not surprising: the Nvidia GeForce RTX 4090 is used by Capcom. The Ada Lovelace architecture, 24 GB of GDDR6X VRAM and the most powerful card on the market today convinced the Japanese company. Each of their machines has 10TB of SSD and 256GB of DDR4 RAM (both understandable given the hardware-intensive nature of the work).

Capcom started working on the RE engine in April 2014, and the first game using it (Resident Evil 7: Biohazard) was released in 2017. Almost all the games that use it have enjoyed good sales (Exoprimal being the exception), but the Japanese company is not resting: it knows that the technology needs to be updated slowly. The RE neXt Engine, or REX Engine, will be the name of the new version, and it will be a modification of the RE Engine in several phases. It will have several components (REDox, REUI, RELog, REFlows, REAssetStream, REProfiler, RELauncher, RERuntime). Mesh shaders will be used as a new rendering technique that came with DirectX 12 Ultimate.

This is Capcom’s way of rendering backgrounds, using meshlets to compress and decompress data and reduce VRAM usage. If you have an older video card, Capcom has also made code that mimics this, but with vertex shaders. To avoid double vertex processing, the engine also comes with the Visibility Buffer feature. This can be used to restore vertex data so that multiple vertices and materials can be saved in a single drawing “call” if they are in the same shader. According to Capcom, this can significantly reduce CPU and GPU load.

Clever.

Source: WCCFTech, WCCFTech

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Anikó, our news editor and communication manager, is more interested in the business side of the gaming industry. She worked at banks, and she has a vast knowledge of business life. Still, she likes puzzle and story-oriented games, like Sherlock Holmes: Crimes & Punishments, which is her favourite title. She also played The Sims 3, but after accidentally killing a whole sim family, swore not to play it again. (For our office address, email and phone number check out our IMPRESSUM)

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