RE Engine
Capcom's proprietary game engine succeeding MT Framework.
https://www.residentevil.com/7-re2-re3/en-us/ · via Wikipedia: RE Engine · Fair use
RE Engine, short for Reach for the Moon Engine, is Capcom’s own video game engine. It was built in the mid-2010s as the follow-up to MT Framework, starting during work on *Resident Evil 7: Biohazard*. That game’s sequels—*Resident Evil Village* and *Requiem*—along with the remakes of *Resident Evil 2*, *Resident Evil 3*, *Resident Evil 4*, and the upcoming *Resident Evil Veronica* all use it. Other Capcom titles running on RE Engine include *Devil May Cry 5*, *Monster Hunter Rise*, *Street Fighter 6*, *Dragon’s Dogma 2*, *Monster Hunter Wilds*, and *Pragmata*.
Capcom had originally planned to replace MT Framework with an engine called Panta Rhei, which began development in 2011. That project was scrapped after the PlayStation 4 game *Deep Down*—meant to showcase it—fell into development trouble and was never released. RE Engine was created in 2014, early in *Resident Evil 7*’s development. It was designed with that game’s linear structure in mind, aiming to make development more efficient. The team avoided third-party engines because they felt a generic engine from another company wouldn’t suit a game like *Resident Evil 7*. MT Framework was also ruled out due to its slower tools. Jun Takeuchi, head of Capcom’s Division 1, explained that the company needed to rethink how it made games, and to adopt the asset-based development common worldwide, they began building RE Engine.
Since its launch, RE Engine has become Capcom’s main engine across all its titles. According to *Monster Hunter* producer Ryozo Tsujimoto, no single game or series drives its direction; instead, all studios contribute to its improvement. This approach has helped Capcom avoid the problems other developers face when forcing a single engine designed for one game to work across many, as happened at Electronic Arts.
When porting RE Engine to the Nintendo Switch for *Monster Hunter Rise*, director Yasunori Ichinose noted that a lot of technical engineering work was needed just to target the new hardware. He also mentioned the challenge of building large maps while keeping graphical quality. Capcom personally asked Nintendo to increase the Switch’s RAM from the planned 2GB to the final 4GB, so the engine could run games like *Rise* effectively.
In October 2023, Capcom revealed “Codename REX” (RE neXt ENGINE) in a 22-minute developer presentation.
Quick Facts
- Developer
- Capcom
- Released
- 2014
- Platform
- Android · iOS · macOS · Nintendo Switch · Nintendo Switch 2 · PlayStation 4 · PlayStation 5 · Stadia · Windows · Xbox One · Xbox Series X/S
- License
- Proprietary
Facts from the source article.
Lore & Background
Capcom originally intended to follow up MT Framework with the engine Panta Rhei, with development starting in 2011; it was abandoned due to development hell of the unreleased PlayStation 4 game Deep Down, for which it was to serve as a showcase. RE Engine was created in 2014, during the beginning of the development of Resident Evil 7. The engine was originally designed with the game's linear nature in mind and was created to make game development more efficient. The team did not choose a third-party engine because 'a highly generic engine developed by another company would not be appropriate' for a game like Resident Evil 7. MT Framework was not used for the project due to its slower development tools. Jun Takeuchi, the head of Capcom's Division 1, stated 'we had to rethink the way we make games. In order to carry out asset-based development, which is globally the mainstream, we began developing our new RE Engine'.
Since its introduction, RE Engine has been used as the primary game engine across all Capcom titles. No single game or franchise drives the direction of the engine, according to Monster Hunter producer Ryozo Tsujimoto; instead all studios contribute towards its improvement. This approach has avoided pitfalls that other developers have had dealing with the demand to use a singular engine tuned for a specific game to be used across all games, such as at Electronic Arts. When discussing Monster Hunter Rise, director Yasunori Ichinose discussed porting RE Engine to the Nintendo Switch, and said 'a lot of background technical engineering work need[ed] to be done just to achieve targeting a new hardware platform'. Capcom personally requested that Nintendo increase the Switch's on-board RAM from the previously planned 2GB to the finalized 4GB capacity, so it would be potent for developing games on the platform using RE Engine. In October 2023, Capcom unveiled 'Codename REX' (RE neXt ENGINE), their next-generation game engine, which will involve incrementally integrating RE+X technology into the existing RE Engine.
Reader's Guide
RE Engine represents a pivotal shift in Capcom's internal development strategy, replacing the aging MT Framework and the abandoned Panta Rhei project. Its creation was driven by the specific needs of Resident Evil 7: Biohazard, emphasizing efficiency and linear game design, but it quickly became the company's universal platform. The engine's architecture, using C# for game logic via a proprietary process virtual machine called REVM, and its features such as photogrammetry, improved VR support, and advanced physics simulation, allowed Capcom to produce high-quality assets and maintain performance across diverse titles from horror to action RPGs. The collaborative development model, where all studios contribute to the engine's improvement rather than a single franchise dictating its direction, has been credited with avoiding the pitfalls seen at other large publishers. The engine's adaptability was demonstrated by its port to the Nintendo Switch for Monster Hunter Rise, which required significant technical work and even a request for increased hardware RAM. The announcement of Codename REX in 2023 signals Capcom's recognition of the current engine's limitations and its plan for a next-generation upgrade, ensuring RE Engine's lineage continues to evolve.
Did You Know?
- The engine uses C# for game logic and scripting, running on a proprietary process virtual machine called REVM.
- Capcom requested that Nintendo increase the Switch's on-board RAM from 2GB to 4GB to support RE Engine development for Monster Hunter Rise.
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