MT Framework

{{Short description|Game engine created by Capcom}}

{{Use mdy dates|date = February 2025}}

{{Infobox video game engine

|name = MT Framework

|logo = Image:Mtframework-logo.png

| screenshot =

| caption = MT Framework as used in Dead Rising

| collapsible =

| developer = Capcom

| latest release version =

| latest release date =

| repo =

| tools =

| programming language =

| platform = Windows, Xbox 360, PlayStation 3, Xbox One, PlayStation 4, Nintendo Switch, Wii U, Wii, Nintendo 3DS, PlayStation Vita, iOS, Android

| license = Proprietary

}}

MT Framework is a game engine created by Capcom. "MT" stands for "Multi-Thread", "Meta Tools" and "Multi-Target". While initially MT Framework was intended to power 2006's Dead Rising and Lost Planet: Extreme Condition only, Capcom later decided for their internal development divisions to adopt it as their default engine. As a result, the vast majority of their internally developed video games for the PlayStation 3 and Xbox 360 platforms were created on it, including four new titles and three remastered ports of past titles in the Resident Evil series.{{cite web|url=http://www.gamespot.com/articles/capcom-lists-its-six-powerful-franchises-can-you-guess-what-they-are/1100-6419525/|title=Capcom lists its six "powerful" franchises -- Can you guess what they are?|work=GameSpot|publisher=CBS Interactive|author=Eddie Makuch|date=May 9, 2014|access-date=26 June 2016}} The visuals of the first games built with the engine were well received, and MT Framework has also won a CEDEC award.{{cite web|url=http://www.capcom.co.jp/ir/english/news/html/e080911.html|title=MT Framework Multiplatform Game Development Environment Created by Capcom Receives Award|work=Capcom|date=September 11, 2008|access-date=26 June 2016}}

Throughout the years MT Framework received various updates, most significant of which was a major revision called MT Framework 2.0, introduced with Lost Planet 2 in 2010. Additionally, two offshoots of the engine have been made; MT Framework Lite targets the Wii and PlayStation 3 consoles, and MT Framework Mobile powers games for the Nintendo 3DS, PlayStation Vita, Android and iOS.

As of 2014, Capcom's stance on the future of the engine is that while it will continue to be used to create games for the seventh generation of video game consoles, smartphones and handhelds. RE Engine, which was used to develop Resident Evil 7: Biohazard, serves as the successor to the engine for developing games for the eighth generation of video game consoles.

History

=Background=

Before the creation of MT Framework, Capcom's internal development teams were each using engines and tools of their own design, a process that was deemed inefficient. Thus, the decision to build an engine that would support the needs of all of Capcom's developers was made.{{cite web|url=https://www.gamedeveloper.com/design/co-op-creators-resident-evil-5-s-anpo-and-takeuchi-tag-team-interview|title=Co-Op Creators: Resident Evil 5's Anpo and Takeuchi Tag-Team Interview|author=Christian Nutt|date=August 15, 2008|work=Gamasutra|publisher=UBM TechWeb|access-date=23 June 2016}} At first MT Framework was being developed to be used in Dead Rising and Lost Planet: Extreme Condition only. Capcom evaluated the Unreal Engine 3 engine for adoption as their internal engine, but decided against it due to some performance limitations and difficulties of getting technical support from its American developer, Epic Games, in Japan. As such, the decision to further develop MT Framework and extend its internal use was made.{{cite web|url=http://game.watch.impress.co.jp/docs/20070131/3dlp.htm|title=西川善司の3Dゲームファンのための「ロスト プラネット」グラフィックス講座。 Xbox 360グラフィックスここに極まる! 日本発の次世代技術の秘密とは?|date=January 31, 2007|work=GAME Watch|publisher=Impress Watch Corporation|access-date=23 June 2016 |language=ja}}

=MT Framework 1.x=

Development of MT Framework had begun in September 2004 based on the Onimusha 3 engine. The engine was built to use PC development tools and initially target the Xbox 360 system because of its similarity to the PC platform. In 2004 the project had started by just one programmer but in the following years and as they added support for more platforms more people joined in. Because of its PC development tools, video games can be programmed first on the PC, and then adjusted to run on console hardware.{{cite web|url=https://www.gamedeveloper.com/business/the-devil-laughs-a-chat-with-capcom-producer-hiroyuki-kobayashi|title=The Devil Laughs: A Chat With Capcom Producer Hiroyuki Kobayashi|author=Christian Nutt|date=December 12, 2007|work=Gamasutra|publisher=UBM TechWeb|access-date=23 June 2016}} MT framework supports multithreading techniques to take advantage of the multicore CPUs that are being used in the Xbox 360 and PlayStation 3 consoles, as well as modern PCs.{{cite web|url=https://www.gamedeveloper.com/programming/sponsored-feature-i-resident-evil-5-i-takes-full-advantage-of-intel-core-i7-processors|title=Sponsored Feature: Resident Evil 5 Takes Full Advantage of Intel Core i7 Processors|author=Garret Romaine|date=September 28, 2009|work=Gamasutra|publisher=UBM TechWeb|access-date=23 June 2016}}

For Lost Planet: Extreme Condition and its use of MT Framework, Capcom highlighted the following features supported by the engine: a light motion blur effect called "2.5D motion blur" (based on the "Stupid OpenGL Shader Tricks" presentation by Simon Green at the Game Developers Conference 2003){{cite web|url=http://www.nvidia.com/docs/io/8230/gdc2003_openglshadertricks.pdf|title=Stupid OpenGL Shader Tricks

|author=Simon Green|year=2003}} is supported to help smooth 30 fps games; Light-Space Perspective Shadow Maps,{{cite book|author1=Michael Wimmer|author2=Daniel Scherzer|author3=Werner Purgathofer |editor1=H. W. Jensen|editor2=A. Keller|title=Eurographics Symposium on Rendering|year=2004|publisher=The Eurographics Association|chapter-url=https://www.cg.tuwien.ac.at/research/vr/lispsm/shadows_egsr2004_revised.pdf|chapter=Light Space Perspective Shadow Maps}} a form of shadow mapping, is used for the rendering of the shadows and a technique called Percentage Closer Filtering to smooth them; normal mapping, HDR rendering, soft particles, variable amounts of MSAA, and a technique with which particles can be rendered at 1/4th of the full resolution for the benefit of performance; basic physics handling by the integrated Havok middleware, and a custom physics engine to handle character-local physics calculations such as cloth physics and inverse kinematics.

The first significant update to the engine was the release of the PC version of Lost Planet: Extreme Condition, which was the second PC game to support DirectX 10 and the first with a DirectX 10 demo.{{cite web|url=http://www.nvidia.com/object/IO_42444.html|title=NVIDIA® And Capcom Introduce Lost Planet - The First Directx 10 Game Demo - NVIDIA|work=nvidia.com|access-date=25 June 2016}}{{cite web|url=http://www.legitreviews.com/directx-10-benchmarking-lost-planet-extreme-condition_505|title=DirectX 10 Benchmarking - Lost Planet: Extreme Condition - Legit Reviews|date=15 May 2007|work=legitreviews.com|access-date=25 June 2016}} Ambient occlusion and parallax occlusion mapping support was added to the engine, and under DirectX 10 improved soft shadow rendering, and by the use of vertex shaders, less artifact-prone motion blur, fur shading and improved depth of field with a bokeh-like appearance.{{cite web|url=http://game.watch.impress.co.jp/docs/20070926/lp.htm|title=カプコン開発陣が明かす「ロスト プラネット」映像表現の内幕。独創的なビジュアルを生み出した技術と開発の手法に迫る|work=impress.co.jp|access-date=25 June 2016 |language=ja}}{{cite web|url=https://www.beyond3d.com/content/news/499|title=Beyond3D - CEDEC 2007: Capcom on Lost Planet Part II|work=beyond3d.com|access-date=23 June 2016|archive-url=https://web.archive.org/web/20160809225544/https://www.beyond3d.com/content/news/499|archive-date=9 August 2016|url-status=dead}}{{cite web|url=http://firingsquad.com/hardware/lost_planet_demo_directx_10_performance/ |title=3D Performance with Lost Planet Demo: DirectX 10 Benchmarks |date=31 July 2012 |work=archive.org |access-date=23 June 2016 |url-status=unfit |archive-url=https://web.archive.org/web/20120731055449/http://firingsquad.com/hardware/lost_planet_demo_directx_10_performance/ |archive-date=July 31, 2012 }} The two games on PC that followed Lost Planet: Extreme Condition - Devil May Cry 4 and Resident Evil 5 - also featured DirectX 10 support, but Capcom decided against using it to improve upon the visuals,{{cite web|url=http://www.pcgameshardware.com/aid,645907/Interview-about-Devil-May-Cry-4/News/|title=Interview about Devil May Cry 4 - Devil May Cry 4, interview, DMC4, dmc4, capcom - PC Games Hardware|work=pcgameshardware.com|access-date=25 June 2016}}{{cite web|url=http://www.pcgameshardware.com/aid,693783/Capcom-Producer-Masachika-Kawata-about-Resident-Evil-5/News/|title=Capcom Producer Masachika Kawata about Resident Evil 5 - Resident Evil, Capcom, Kawata, Producer, Interview - PC Games Hardware|work=pcgameshardware.com|access-date=25 June 2016}} thus making them look largely the same as when running under DirectX 9.{{cite web|url=http://www.legionhardware.com/articles_pages/devil_may_cry_4_performance,1.html|title=Devil May Cry 4 Performance - Introduction|work=legionhardware.com|access-date=25 June 2016|archive-url=https://web.archive.org/web/20160820081718/http://www.legionhardware.com/articles_pages/devil_may_cry_4_performance,1.html|archive-date=20 August 2016|url-status=dead}}{{cite web|url=http://www.pcgameshardware.com/aid,690313/Resident-Evil-5-PC-vs-Xbox-360-and-DirectX-9-vs-DirectX-10-graphics-comparison-Top-article-of-July-2009/Reviews/|title=Resident Evil 5: PC vs. Xbox 360 and DirectX 9 vs. DirectX 10 - graphics comparison [Top article of July 2009] - Resident Evil 5, DirectX 10, DirectX 9, PC, Xbox 360, graphics, comparison - PC Games Hardware|work=pcgameshardware.com|access-date=25 June 2016}} However, Resident Evil 5 under DirectX 10,{{cite web|url=http://www.tomshardware.co.uk/resident-evil-5,review-31677-4.html|title=Image Quality: DirectX 9 Versus DirectX 10 - Resident Evil 5: Demo Performance Analyzed|date=14 September 2009|work=tomshardware.co.uk|access-date=25 June 2016}} was the first video game to be presented fully in stereoscopic 3D, including all of its cutscenes, and the first to be rated as "3D Vision Ready" by Nvidia.{{cite web|url=http://www.gamesindustry.biz/articles/resident-evil-5-pc-version-to-be-available-from-september-18th-across-european-territories|title=Resident Evil 5|work=gamesindustry.biz|access-date=23 June 2016}} Later re-releases of the two games on PC removed DirectX 10 support.{{cite web|url=http://www.dsogaming.com/screenshot-news/devil-may-cry-4-special-edition-versus-devil-may-cry-4-directx-10-comparison-screenshots/|title=Devil May Cry 4 Special Edition versus Devil May Cry 4 - DirectX 10 Comparison Screenshots|date=27 June 2015|work=dsogaming.com|access-date=25 June 2016}}{{cite web|url=http://www.eurogamer.net/articles/2015-04-02-resident-evil-5-steam-edition-ripped-out-code-needed-for-split-screen-mod|title=Resident Evil 5 Steam edition "ripped out" code needed for splitscreen mod|work=eurogamer.net|access-date=25 June 2016}}

=MT Framework 2.x=

A major update to the engine called MT Framework 2.0 began development in January 2008 and made its debut with the release of Lost Planet 2 in 2010. According to Capcom, several parts of the engine were re-written from scratch and as a result it performs better on the PlayStation 3 hardware, compared to the previous version of the engine which was first built with the Xbox 360 in mind. Capcom highlighted the interactivity between characters and vegetation in Lost Planet 2 as one of the significant improvements made possible with the new engine, but also noted because the game began development on the previous version of the engine it doesn't fully represent the capabilities of the new iteration. Capcom further commented that MT Framework 2.0 is able to hide the specifics of the hardware and the supported shader models from programmers, enabling them to write more platform-agnostic code than before, and reducing their burden. In Capcom's 2011 annual report, it was confirmed that 80% of MT Framework's development process is common between the Xbox 360, PlayStation 3 and PC platforms, something which reduced development costs.{{cite web| url=http://www.capcom.co.jp/ir/english/data/pdf/annual/2012/annual_2012_05.pdf|title=Annual Report 2012 - Our Strategy for Growth: Armed with "World-Class Development Capabilities" and "Leading Contents", Capcom Aims to Maximize Profits through Opportunities in the Rapidly Changing Game Market|last=Tsujimoto|first=Haruhiro|publisher=Capcom|access-date=April 15, 2016|date=March 31, 2012}} Lastly, Capcom made possible for the first time for external contract studios that would partner with them, to use the engine.{{cite web|url=http://andriasang.com/com8ig/mt_framework/|title=Capcom Talks MT Framework 2.0|work=andriasang.com|access-date=23 June 2016}} The first externally developed game to use MT Framework 2 was Marvel vs. Capcom 3: Fate of Two Worlds.{{cite web|url=http://andriasang.com/comp7w/3ds_mt_framework_detailed/|title=Capcom on 3DS MT Framework and Resident Evil Revelations|work=andriasang.com|access-date=25 June 2016}}

The PC version of Lost Planet 2 released some months after the console versions in 2010, added support for DirectX 11 features such as tessellation, displacement mapping and the use of DirectCompute for soft body simulation and wave simulation.{{cite web|url=http://techgage.com/article/lost_planet_2_dx9_vs_dx11/|title=Lost Planet 2: DX9 vs. DX11 - Page 2|date=16 August 2010|work=techgage.com|access-date=23 June 2016}} Later MT Framework 2.0 games released on PC were DirectX 9 only.

Another significant update was made for Dragon's Dogma, released in 2012. Previous MT Framework games were "stage-based" with each stage divided by a loading screen. Because Dragon's Dogma's levels are tens to hundreds times larger than in previous MT titles, and the structure of the game is open world, the only way they could make it work on the engine was by adapting it to be able to move in and out of memory portions of the game world as needed. Another improvement is that the engine moved from using a forward renderer to a hybrid one that makes use of deferred lighting (also known as Light Pre-Pass).{{cite web|url=http://game.watch.impress.co.jp/docs/series/3dcg/538452.html|title=西川善司の3Dゲームファンのためのグラフィックス講座・E3特別編その1 MTフレームワーク2.0採用の「バイオハザード6」は進化したキャラクター表現に注目!|last=株式会社インプレス|date=7 June 2012|work=impress.co.jp|access-date=25 June 2016 |language=ja}} This made it possible to support a 24-hour cycle and weather variation and an "infinite" number of lights. Other changes include support for real-time variation of a character model and FXAA.{{cite web|url=http://www.capcom-unity.com/gregaman/blog/2012/04/05/how_dragons_dogma_changed_the_mt_framework|title=How Dragon's Dogma Changed the MT Framework|work=capcom-unity.com|access-date=23 June 2016}} Building on top of Dragon's Dogma's updated technology, Resident Evil 6 added SSAO,{{cite web|url=http://www.eurogamer.net/articles/digitalfoundry-resident-evil-6-face-off|title=Face-Off: Resident Evil 6|work=eurogamer.net|access-date=24 June 2016}} and improved hair rendering (based on the "Light Scattering from Human Hair Fibers" paper presented at SIGGRAPH 2003){{cite web|url=http://www.cs.cornell.edu/~srm/publications/SG03-hair-abstract.html|title=Light Scattering from Human Hair Fibers|work=cornell.edu|access-date=25 June 2016}} along with facial expressions and eye movement. Monster Hunter: World, released in 2018, can output in HDR.{{cite web|url=https://www.vg247.com/2018/02/01/monster-hunter-world-doesnt-run-great-on-any-console-report/|title=Monster Hunter World doesn't run great on any console - report - VG247|date=1 February 2018|website=vg247.com|access-date=30 June 2018}}

=MT Framework Lite and MT Framework Mobile=

In late October 2009, it was reported that Capcom was bringing MT Framework to Wii to reduce the development time and costs of developing Wii games.{{cite web|url=http://andriasang.com/comd11/mt_framework_wii/|title=Capcom Brings MT Framework to Wii|work=andriasang.com|access-date=25 June 2016}} Sengoku BASARA 3 was confirmed as the first game running on MT Framework Lite, a special version of the engine targeting the Nintendo Wii and PlayStation 3 hardware. At E3 2010, Super Street Fighter IV: 3D Edition and Resident Evil: Revelations were announced as upcoming games for the Nintendo 3DS, and in late September 2010, the two games along with Resident Evil: The Mercenaries 3D and Mega Man Legends 3 were revealed to be running on MT Framework Mobile, a new version of the engine, based on MT Framework 2.0, specifically designed for the Nintendo 3DS.{{cite web|url=http://andriasang.com/compm9/capcom_3ds_push/|title=Capcom Makes Big 3DS Push|work=andriasang.com|access-date=25 June 2016}}{{cite web|url=http://www.capcom-unity.com/devroom/blog/2010/12/13/the_mega_man_legends_3_project:_eguchis_take_on_the_bonne_mecha_event|title=The Mega Man Legends 3 Project: Eguchi's Take on the Bonne Mecha Event|work=capcom-unity.com|access-date=25 June 2016}} Capcom noted that thanks to MT Framework Mobile, Resident Evil: Revelations features a graphics rendering pipeline that is almost identical to that of Resident Evil 5, supporting HDR rendering, self shadowing, normal mapping, color correction, gamma correction, depth of field, motion blur and anti-aliasing on the Nintendo 3DS hardware. In late January 2011, Capcom demonstrated the intro of Lost Planet 2 running on MT Framework Mobile on the "Next Generation Portable", later renamed to PlayStation Vita.{{cite web|url=https://www.engadget.com/2011/01/27/lost-planet-2-yakuza-demonstrated-on-ngp/|title=Lost Planet 2, Yakuza demonstrated on NGP|work=engadget.com|access-date=25 June 2016}} The Vita version of Ultimate Marvel vs. Capcom 3 was the first MT Framework Mobile game to be released on the hardware. MT Framework Mobile's support for iOS was later also announced,{{cite web|url=http://www.capcom.co.jp/ir/english/interview/2011/vol07/02.html|title=CAPCOM - vol07.Masaru Ijuin (Developer Interview 2011)|work=capcom.co.jp|access-date=26 June 2016}} and the first game to use the engine on the iPhone was the port of Phoenix Wright: Ace Attorney - Dual Destinies, released in 2014.

Future

In a 2014 interview with Masaru Ijuin, an engineer behind MT Framework and the upcoming proprietary Capcom engine Panta Rhei, it was detailed that Capcom plans to move to the new engine starting with Deep Down but will continue the use of MT Framework for games developed for the seventh generation of consoles as well as MT Framework Mobile for handhelds and smartphones.{{cite web| url = http://www.capcom.co.jp/ir/english/interview/2013/vol03/| title = Foundation for game creation at Capcom: "Panta Rhei" development engine for next-gen consoles and the potential it holds|work = Developer Interviews 2013 (Capcom)|date=January 6, 2014|volume=3|first=Masaru| last = Ijuin|publisher=Capcom Investor Relations}} He stated that "creators will have to start back at square one when they learn how [to] develop games using Panta Rhei" but the overall efficiency of development would increase more than it would if they had merely updated MT Framework. In June 2016, Resident Evil 7: Biohazard was announced and revealed to be running on a new proprietary engine by Capcom named RE Engine. RE Engine was said that it, too, will power multiple upcoming Capcom games.{{cite web|url=http://www.play-asia.com/famitsu-interview-reveals-resident-evil-7-is-about-65-percent-complete/5f/747wj|archive-url=https://web.archive.org/web/20160619205324/http://www.play-asia.com/famitsu-interview-reveals-resident-evil-7-is-about-65-percent-complete/5f/747wj|title=Famitsu Interview Reveals Resident Evil 7 is About 65 Percent Complete!|work=Play-Asia|date=June 16, 2016|access-date=June 27, 2016|archive-date=June 19, 2016}} However Capcom chose MT Framework to build 2018's Monster Hunter: World, despite the game targeting PlayStation 4, Xbox One, and modern PCs, as they felt the existence of custom toolsets built into the engine from previous Monster Hunter titles, would benefit its development.{{cite web|url=https://wccftech.com/capcom-mt-framework-monster-hunter-world/|title=CAPCOM Explains Why They Chose To Use MT Framework for Monster Hunter: World|first=Alessio|last=Palumbo|date=9 November 2017|website=wccftech.com|access-date=10 February 2018}}

Games using MT Framework

=Main engine (MTFW)=

class="wikitable sortable"
Title

!First release date

!width=20%|Engine type

!Platform(s)

!Notes

Dead Rising

| align="center" | 2006/08/08

| align="center" | MT Framework 1.x

| align="center" | Xbox 360, PlayStation 4, Xbox One and Windows

| align="center" | Original Xbox 360 release uses MT Framework 1.0

Lost Planet: Extreme Condition

| align="center" | 2006/12/21

| align="center" | MT Framework 1.x

| align="center" | Xbox 360, Windows and PlayStation 3

| align="center" | Xbox 360 version uses MT Framework 1.1, Windows version uses MT Framework 1.2

Devil May Cry 4

| align="center" | 2008/01/31

| align="center" | MT Framework 1.x

| align="center" | PlayStation 3, Xbox 360 and Windows

| align="center" | Uses MT Framework 1.3

Resident Evil 5

| align="center" | 2009/03/05

| align="center" | MT Framework 1.x

| align="center" | PlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One and Nintendo Switch

| align="center" | Uses MT Framework 1.4

The PlayStation 4 and Xbox One releases of the game features some minor graphical improvements and thus might be using an updated version of the engine{{cite web|url=http://www.eurogamer.net/articles/digitalfoundry-2016-resident-evil-5-remastered|title=Face-Off: Resident Evil 5 Remastered|first=David|last=Bierton|date=2 July 2016|website=eurogamer.net|access-date=10 February 2018}}

Lost Planet 2

| align="center" | 2010/05/11

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3, Xbox 360 and Windows

| align="center" | Uses MT Framework 2.0

Marvel vs. Capcom 3: Fate of Two Worlds

| align="center" | 2011/02/15

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3 and Xbox 360

| align="center" | Uses MT Framework 2.1

Resident Evil Code: Veronica X HD

| align="center" | 2011/09/27

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3 and Xbox 360

| align="center" | The logo of MT Framework is displayed when the game is started

Ultimate Marvel vs. Capcom 3
(Home console versions)

| align="center" | 2011/11/15

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3, Xbox 360, PlayStation 4, Windows and Xbox One

| align="center" | The box art mentions MT Framework, unlike the PlayStation Vita version which mentions MT Framework Mobile

Dragon's Dogma

| align="center" | 2012/05/22

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One and Nintendo Switch

| align="center" |

Jojo's Bizarre Adventure HD ver.

| align="center" | 2012/08/21

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3 and Xbox 360

| align="center" | The credits list the "MT Framework Development Team" for providing development support

Resident Evil 6

| align="center" | 2012/10/02

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3, Xbox 360, Windows, PlayStation 4, Xbox One and Nintendo Switch

| align="center" |

E.X. Troopers
(PlayStation 3 version)

| align="center" | 2012/11/22

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3

| align="center" | The box art mentions MT Framework, unlike the Nintendo 3DS version which mentions MT Framework Lite

Resident Evil: Revelations
(Home console versions)

| align="center" | 2013/05/21

| align="center" | MT Framework 2.x

| align="center" | Windows, PlayStation 3, Wii U, Xbox 360, PlayStation 4, Xbox One and Nintendo Switch

| align="center" | The box art mentions MT Framework.

Sengoku BASARA 4

| align="center" | 2014/01/23

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3

| align="center" | Confirmed on box art.{{cite web |last= |first= |date=2014-01-28 |title=「戦国BASARA4」はプレイヤーが"戦国時代をゼロから創る"――シリーズ「新章」の真意や新要素の魅力を開発陣に聞いてきた |url=http://www.4gamer.net/games/209/G020985/20140128031/ |access-date=25 June 2016 |work=4gamer.net |language=ja}}{{cite web|url=http://www.famitsu.com/serial/tsubakigame/201403/14049862.html|title="椿姫彩菜のゲームの話"第3回 カプコンの小林裕幸プロデューサーが語る『戦国BASARA』シリーズよもやま話とその未来 - スーパーコアゲーマーがクリエイターに突撃! 椿姫彩菜のゲームの話|work=famitsu.com|access-date=25 June 2016}}

Resident Evil HD Remaster

| align="center" | 2014/11/27

| align="center" | MT Framework 2.x

| align="center" | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Nintendo Switch

| align="center" | Confirmed on box art

Resident Evil: Revelations 2

| align="center" | 2015/02/24

| align="center" | MT Framework 2.x

| align="center" | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Nintendo Switch

| align="center" | The credits list the "MT Framework Development Team" for providing development support, unlike the PlayStation Vita version which mentions MT Framework Mobile.

Devil May Cry 4: Special Edition

| align="center" | 2015/06/18

| align="center" | MT Framework 2.x

| align="center" | PlayStation 4, Xbox One and Windows

| align="center" | Confirmed on the Japanese box art.

Sengoku BASARA 4 Sumeragi

| align="center" | 2015/07/23

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3 and PlayStation 4

| align="center" | Confirmed on box art.

Dragon's Dogma Online

| align="center" | 2015/08/31

| align="center" | MT Framework 2.x

| align="center" | Windows, PlayStation 3 and PlayStation 4

| align="center" | {{cite web |last= |first= |title=シリーズ初の本格オンラインゲーム「Dragon's Dogma Online」インタビュー。どんな「オープンワールドアクション」を目指しているのか,開発陣に聞いた |url=http://www.4gamer.net/games/289/G028968/20150114071/ |access-date=25 June 2016 |work=4gamer.net |language=ja}}

Resident Evil Zero HD Remaster

| align="center" | 2016/01/19

| align="center" | MT Framework 2.x

| align="center" | Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One and Nintendo Switch

| align="center" | Confirmed on box art

Sengoku BASARA Sanada Yukimura-Den

| align="center" | 2016/08/25

| align="center" | MT Framework 2.x

| align="center" | PlayStation 3 and PlayStation 4

| align="center" | Confirmed on box art.

Ultra Street Fighter II: The Final Challengers

| align="center" | 2017/05/26

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch

| align="center" | {{cite web|url=https://www.yahoo.com/tech/ultra-street-fighter-2-first-223314473.html|title='Ultra Street Fighter 2' has first-person 'Hadoken' mode on Nintendo Switch|first=Garrett|last=Hulfish|work=Yahoo|access-date=18 Feb 2017}}

Monster Hunter Generations Ultimate

| align="center" | 2017/08/25

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch

| align="center" | The box art mentions MT Framework, unlike the Nintendo 3DS version which mentions MT Framework Mobile

Monster Hunter: World

| align="center" | 2018/01/26

| align="center" | MT Framework 2.x

| align="center" | PlayStation 4, Xbox One and Windows

| align="center" | {{cite web|url=http://wccftech.com/monster-hunter-world-30fps-mt-framework/|title=Monster Hunter World Targeting Stable 30FPS, Runs on Capcom's MT Framework Engine|first=Alessio|last=Palumbo|work=WCCFTech|access-date=24 Aug 2017}}

Mega Man X Legacy Collection

| align="center" | 2018/07/24

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One and Windows

| align="center" | Confirmed on box art

Mega Man X Legacy Collection 2

| align="center" | 2018/07/24

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One and Windows

| align="center" | Confirmed on box art

Capcom Beat 'Em Up Bundle

| align="center" | 2018/09/18

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One and Windows

| align="center" | Confirmed on box art

Mega Man 11

| align="center" | 2018/10/02

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One and Windows

| align="center" | {{cite web |last1=De Meo |first1=Francesco |title=Mega Man 11 Is Powered By Capcom's MT Framework Engine; Mega Man X9 Discussed |url=https://wccftech.com/mega-man-11-engine/ |publisher=Wccftech |access-date=30 August 2018}}

Mega Man Zero/ZX Legacy Collection

| align="center" | 2020/02/25

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One and Windows

| align="center" | Confirmed on box art

Monster Hunter Stories 2: Wings of Ruin

| align="center" | 2021/07/09

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, and Windows

| align="center" | Confirmed on box art

The Great Ace Attorney Chronicles

| align="center" | 2021/07/27

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, and Windows

| align="center" | Confirmed on box art

Capcom Fighting Collection

| align="center" | 2022/06/24

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One, and Windows

| align="center" | Confirmed on box art

Marvel vs. Capcom Fighting Collection: Arcade Classics

| align="center" | 2024/09/12

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One, and Windows

| align="center" | Confirmed on box art

Capcom Fighting Collection 2

| align="center" | 2025

| align="center" | MT Framework 2.x

| align="center" | Nintendo Switch, PlayStation 4, Xbox One, and Windows

| align="center" | Confirmed on box art

=MT Framework Lite (MTFL) and MT Framework Mobile (MTFM)=

class="wikitable sortable"
Title

!First release date

!width=20%|Engine type

!Platform(s)

!Source

Resident Evil: The Darkside Chronicles

| align="center" | 2009/11/17

| align="center" | MT Framework Lite

| align="center" | Wii, PlayStation 3

| align="center" | {{citation needed|date=April 2016}}

Sengoku BASARA 3 (Japan)/Sengoku BASARA Samurai Heroes (North America and Europe)

| align="center" | 2010/07/29

| align="center" | MT Framework Lite

| align="center" | PlayStation 3, Wii

| align="center" | Confirmed on box art.

Super Street Fighter IV: 3D Edition

| align="center" | 2011/02/26

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | {{cite web|url=http://game.watch.impress.co.jp/docs/series/3dcg/20100913_393420.html|first=Zenji|last=Nishimura|title=西川善司の3Dゲームファンのための「ロスト プラネット 2」グラフィックス講座(後編)|publisher=Impress.co.jp |language=ja}}

Resident Evil: The Mercenaries 3D

| align="center" | 2011/06/02

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" |

Nazo Waku Yakata

| align="center" | 2011/08/04

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | {{cite web |last= |first= |date=2011-08-10 |title="もっと簡単"で"もっと楽しく","もっと誰でも遊べる"ものを目指して――「謎惑館 ~音の間に間に~」について,ディレクターの中井 実氏にいろいろ聞いてみた |url=http://www.4gamer.net/games/130/G013028/20110808003/ |access-date=25 June 2016 |work=4gamer.net |language=ja}}

Sengoku BASARA 3 Utage

| align="center" | 2011/11/10

| align="center" | MT Framework Lite

| align="center" | PlayStation 3, Wii

| align="center" | Confirmed on box art.

Monster Hunter 3 Ultimate

| align="center" | 2011/12/10

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS, Wii U

| align="center" | Confirmed on box art

Ultimate Marvel vs. Capcom 3
(PlayStation Vita version)

| align="center" | 2011/12/17

| align="center" | MT Framework Mobile

| align="center" | PlayStation Vita

| align="center" | Confirmed on box art

Resident Evil: Revelations

| align="center" | 2012/01/26

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" |

E.X. Troopers
(Nintendo 3DS version)

| align="center" | 2012/11/22

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | Box art mentions MT Framework Lite instead of Mobile. It could be a mistake.

Phoenix Wright: Ace Attorney - Dual Destinies

| align="center" | 2013/07/25

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS, iOS and Android

| align="center" | MT Framework Mobile confirmed on box art of the Nintendo 3DS version. Furthermore, in the credits of both versions the "MT Framework Development Team" is listed, with the iOS version crediting additional staff that worked on that version.

Monster Hunter 4

| align="center" | 2013/09/14

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | Confirmed on box art

Monster Hunter 4 Ultimate

| align="center" | 2014/10/11

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | Confirmed on box art

The Great Ace Attorney: Adventures

| align="center" | 2015/07/09

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS, Android and iOS

| align="center" | Confirmed on box art

Resident Evil: Revelations 2

| align="center" | 2015/08/18

| align="center" | MT Framework Mobile

| align="center" | PlayStation Vita

| align="center" | The game shows the MT Framework Mobile logo when it starts.

Monster Hunter Generations

| align="center" | 2015/11/28

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | Confirmed on box art

Phoenix Wright: Ace Attorney − Spirit of Justice

| align="center" | 2016/06/09

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS, Android and iOS

| align="center" | Confirmed on box art

Monster Hunter Stories

| align="center" | 2016/10/08

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS, Android and iOS

| align="center" | Confirmed on box art

Monster Hunter XX

| align="center" | 2017/03/18

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS

| align="center" | Confirmed on box art

The Great Ace Attorney 2: Resolve

| align="center" | 2017/08/03

| align="center" | MT Framework Mobile

| align="center" | Nintendo 3DS, Android and iOS

| align="center" | Confirmed on box art

References

{{reflist}}

{{portal bar|Video games}}

{{Capcom}}

{{Video game engines}}

Category:2006 software

Category:3D graphics software

Category:Capcom

Category:Video game engines