RE Engine
{{Short description|Video game engine}}
{{Use mdy dates|date=June 2025}}
{{Infobox software
| name = RE Engine
| logo = RE Engine logo 2020.svg
| logo_caption = Logo since 2020
| collapsible =
| developer = Capcom
| latest release version =
| latest release date =
| repo =
| tools =
| programming language =
| platform = {{ubl|Android|iOS|Nintendo Switch|Nintendo Switch 2|PlayStation 4|PlayStation 5|Stadia|Windows|Xbox One|Xbox Series X/S}}
| license = Proprietary
}}
RE Engine, also known as Reach for the Moon Engine,{{Cite web |date=April 6, 2021 |title=Capcom's RE Engine Doesn't Stand For "Resident Evil", It's "Reach For The Moon Engine" |url=https://www.thegamer.com/capcoms-re-engine-reach-for-the-moon/ |access-date=April 6, 2021 |website=TheGamer |language=en}}{{Cite tweet |number=1192381177790898176 |user=CAPCOM_RandD |title=『RE ENGINE』の読み方は知っていても、意味は知らないという方も多いのではないでしょうか? |author=Capcom Research and Development |date=November 7, 2019 |access-date=July 14, 2022 |trans-title=Even if you know how to read "RE ENGINE", isn't there a lot of people who don't know what it means? It has several meanings, but "reach for the moon" is the representative origin. It contains the idea of a game engine that makes the impossible possible, like reaching for the moon, but if you look closely, you can see the logo...}} is a video game engine created by Capcom. Originally designed for Resident Evil 7: Biohazard, it has since been used in a variety of the company's games, such as Devil May Cry 5, Monster Hunter Rise and Street Fighter 6.{{Cite web |title=CAPCOM {{!}} Developer Interviews 2016 INTERVIEW 03:Jun Takeuchi |url=http://www.capcom.co.jp/ir/english/interview/2016/vol03/ |url-status=dead |archive-url=https://web.archive.org/web/20210627195252/https://www.capcom.co.jp/ir/english/interview/2016/vol03/ |archive-date=June 27, 2021 |access-date=March 28, 2021 |website=CAPCOM IR |language=en}}{{Cite web |last=Doolan |first=Liam |date=September 19, 2020 |title=Yes, Monster Hunter Rise Is Running On Capcom's RE Engine |url=https://www.nintendolife.com/news/2020/09/yes_monster_hunter_rise_is_running_on_capcoms_re_engine |access-date=March 28, 2021 |website=Nintendo Life |language=en-GB}}{{Cite magazine |last=Gwaltney |first=Javy |date=May 20, 2019 |title=Capcom Will Continue To Use The Same Engine That Powered Devil May Cry 5 And Resident Evil 2 |url=https://www.gameinformer.com/2019/05/20/capcom-will-continue-to-use-the-same-engine-that-powered-devil-may-cry-5-and-resident |archive-url=https://web.archive.org/web/20190604100653/https://www.gameinformer.com/2019/05/20/capcom-will-continue-to-use-the-same-engine-that-powered-devil-may-cry-5-and-resident/ |url-status=live |archive-date=June 4, 2019 |magazine=Game Informer |language=en |access-date=March 28, 2021}} The engine is a successor to Capcom's MT Framework.{{Cite web|last=Kim|first=Matt|date=May 17, 2019|title=Capcom Says RE Engine Will Power Its Next-Gen Game Development, Numerous Titles Already in the Works|url=https://www.usgamer.net/articles/re-engine-capcom-next-gen-development-resident-evil-devil-may-cry|access-date=March 28, 2021|website=USgamer|language=en|archive-date=February 2, 2022|archive-url=https://web.archive.org/web/20220202060459/https://www.usgamer.net/articles/re-engine-capcom-next-gen-development-resident-evil-devil-may-cry|url-status=dead}}
History
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.{{citation |last=Ijuin |first=Masaru |title=Foundation for game creation at Capcom: "Panta Rhei" development engine for next-gen consoles and the potential it holds |date=January 6, 2014 |work=Developer Interviews 2013 (Capcom) |volume=3 |url=http://www.capcom.co.jp/ir/english/interview/2013/vol03/ |publisher=Capcom Investor Relations}}{{citation |last=Tach |first=Dave |title=Capcom reveals Deep Down, built in engine designed for PS4 |date=February 20, 2013 |work=www.polygon.com |url=http://www.polygon.com/2013/2/20/4011046/deep-down-ps4-capcom}}
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.{{Cite magazine |date=July 3, 2023 |title=How Is Capcom's RE Engine So Versatile? |url=https://www.gameinformer.com/2023/07/03/how-is-capcoms-re-engine-so-versatile |archive-url=https://web.archive.org/web/20230703150527/https://www.gameinformer.com/2023/07/03/how-is-capcoms-re-engine-so-versatile |url-status=live |archive-date=July 3, 2023 |access-date=July 3, 2023 |magazine=Game Informer |language=en}} The reason the team did not choose a third-party engine was that "a highly generic engine developed by another company would not be appropriate" for a game like Resident Evil 7.{{Cite book|last=Capcom|title=Resident Evil 7: Biohazard Document File|date=December 22, 2020|isbn=978-1506721668|pages=26–27|publisher=Dark Horse Comics |orig-year=2020}} 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 (graphic and 3D model elements) development, which is globally the mainstream, we began developing our new RE Engine".{{Cite web |date=2016 |title=CAPCOM INTEGRATED REPORT 2016 |url=https://www.capcom.co.jp/ir/english/data/pdf/annual/2016/annual_2016_01.pdf |pages=49–51}}
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, and instead all studios contribute towards its improvement. This approach has avoided the 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.{{Cite web |last=Francis |first=Bryant |date=August 26, 2024 |title=Capcom's close communication culture is key to sustainability, say Monster Hunter Wilds devs |url=https://www.gamedeveloper.com/production/capcom-s-close-communication-is-key-to-its-sustainability-say-monster-hunter-wilds-devs |access-date=April 4, 2025 |website=www.gamedeveloper.com |language=en}}
When discussing Monster Hunter Rise, Yasunori Ichinose, the game's director, 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", and mentioned the challenge of creating the large maps the team wanted while trying to maintain the game's graphical quality.{{Cite web|last=Robinson|first=Martin|date=October 6, 2020|title=Monster Hunter Rise looks like it'll be the best of both worlds|url=https://www.eurogamer.net/articles/2020-10-06-monster-hunter-rise-looks-like-itll-be-the-best-of-both-worlds|access-date=March 28, 2021|website=Eurogamer|language=en}}
In October 2023, Capcom unveiled "Codename REX" (RE neXt ENGINE), their next-generation game engine, during a 22-minute developer-focused presentation. Acknowledging limitations in the current RE Engine, the new engine upgrade will involve incrementally integrating RE+X technology into the existing RE Engine, elevating it to next-generation capabilities.{{Cite web |date=October 27, 2023 |title=Capcom is Developing a Next-Gen Version of Its RE Engine |url=https://gamerant.com/capcom-developing-next-gen-re-engine/ |access-date=October 27, 2023 |website=Game Rant |language=en |author=John Paul Joaquin}}{{Cite news |date=October 27, 2023 |title=Capcom's new REX engine will address "ballooning" game scales and no, that's probably not a Dino Crisis reference |url=https://www.rockpapershotgun.com/capcoms-new-rex-engine-will-address-ballooning-game-scales-and-no-thats-probably-not-a-dino-crisis-reference |access-date=October 27, 2023 |work=Rock Paper Shotgun |language=en |first1=
Edwin |last1=Evans-Thirlwell}}{{Cite web |date=October 28, 2023 |title=Capcom Develops New REX Game Engine |url=https://www.animenewsnetwork.com/news/2023-10-28/capcom-develops-new-rex-game-engine/.203874 |access-date=October 28, 2023 |website=Anime News Network |language=en}}
Features
RE Engine features various improvements over MT Framework, including new anti-aliasing and volumetric lighting features.{{Cite web |last=Battaglia |first=Alex |date=January 15, 2019 |title=Resident Evil 2 Remake takes Capcom's RE engine to the next level |url=https://www.eurogamer.net/articles/digitalfoundry-2019-resident-evil-2-remake-demo-analysis |access-date=March 28, 2021 |website=Eurogamer |language=en}} The engine also allows developers to use photogrammetry to create higher quality assets. It also includes improved VR support over its predecessor, allowing it to hit high framerates necessary to avoid motion sickness. It also includes tools to make animation faster, such as modular rigging, motion matching, procedural animation and motion retargeting.{{Cite AV media |url=https://www.youtube.com/watch?v=t3KCgZDZ93E |title=【CAPCOM RE:2019】技術が⽣み出すゲームアニメーション 〜プロシージャルアニメーション/モーションマッチング〜 |date=October 27, 2019 |language=en |publisher=CAPCOM R&D |access-date=April 3, 2021 |via=YouTube}}{{Cite AV media |url=https://www.youtube.com/watch?v=x58JnJJSDYM |title=【CAPCOM RE:2019】「バイオハザード RE2」における組み技リターゲット技術 |date=October 27, 2019 |language=en |publisher=CAPCOM R&D |trans-title=[CAPCOM RE:2019] Retargeting techniques for grappling techniques in 'Resident Evil RE2' |access-date=April 3, 2021 |via=YouTube}}{{Cite AV media |url=https://www.youtube.com/watch?v=nivB9gIoBx4 |title=【CAPCOM RE:2019】モジュラーリギング 〜リギングをより効率よく、より簡単に〜 |date=October 27, 2019 |language=en |publisher=CAPCOM R&D |trans-title=[CAPCOM RE:2019] Modular Rigging (Easier and Efficient Rigging) |access-date=April 3, 2021 |via=YouTube}} RE Engine also has various new physics simulation options which allow for more realistic debris.{{Cite AV media |url=https://www.youtube.com/watch?v=DQOzMoNaB_U |title=【CAPCOM RE:2019】「デビルメイクライ5」におけるシミュレーション ~破壊と二次アニメーション~ |date=October 27, 2019 |language=en |publisher=CAPCOM R&D |trans-title=[CAPCOM RE:2019] Simulation in 'Devil May Cry 5' (Destruction and secondary animation) |access-date=April 3, 2021 |via=YouTube}}
Games
References
{{reflist}}
{{Capcom}}
{{Video game engines}}
{{Resident Evil}}