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Capcom Details RE ENGINE's Shift to Path Tracing in Requiem and PRAGMATA

How Capcom's RE ENGINE team built a shared path tracing pipeline for Resident Evil Requiem and PRAGMATA using NVIDIA RTX Kit and DLSS 4.

Capcom's RE ENGINE team spent two years building a shared path tracing pipeline for Resident Evil Requiem and PRAGMATA, moving beyond ray tracing's role as an indirect-lighting-only technique. The team first built a reference path tracer validated against offline DCC renderers, then optimized a real-time version around NVIDIA's RTX Kit and DLSS 4, including Ray Reconstruction denoising and a custom ReSTIR GI implementation.

The switch lets direct lighting run through the path tracer instead of shadow maps, narrowing the long-standing gap between cutscene and gameplay lighting, and enabling real-time light transmission through strand hair in both games. To handle damaged, cutout geometry cheaply, RE ENGINE introduces a lightweight ScreenSpaceAlphaTest technique that avoids expensive per-ray texture lookups.

Beyond the renderer itself, Capcom says the transition required retraining technical artists and artists, and reworking asset-production and quality-verification pipelines differently for Requiem's grounded realism versus PRAGMATA's hard-surface sci-fi surfaces. For engineers, it's a concrete case study in taking a research-grade path tracer into shipping, multi-title production.

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