RE Engine Path Tracing Deep Dive: SER, ReSTIR GI, and DLSS RR Integration in Resident Evil Requiem & PRAGMATA

RE Engine Path Tracing Deep Dive: SER, ReSTIR GI, and DLSS RR Integration in Resident Evil Requiem & PRAGMATA

On the left, the 'Resident Evil: Requiem' title with a close-up of a character facing a monster, and on the right, characters interacting with a glowing sphere beneath the 'Pragmata' title, both powered by the RE Engine with path tracing.

Following the recent debut of PRAGMATA and Resident Evil Requiem, the first two RE Engine games to support path tracing, CAPCOM’s GDC 2026 presentation titled ‘Real-Time Path Tracing in RE ENGINE for Resident Evil Requiem and PRAGMATA’ is well worth exploring. The presentation is available on the NVIDIA Game Developer YouTube channel, and that’s no coincidence: NVIDIA helped a great deal with the addition of path tracing to CAPCOM’s engine. Indeed, the two speakers were Hitoshi Mishima from CAPCOM’s RE Engine team, who covered the architectural and artistic implementation, and Calvin Shu, a NVIDIA GeForce developer technology engineer who covered […]

Read full article at https://wccftech.com/re-engine-path-tracing-ser-restir-gi-dlss-rr/

2 Comments

  1. beier.zelda

    This post offers a fascinating look into the advancements in the RE Engine, especially with the integration of path tracing and DLSS. It’s exciting to see how these technologies enhance the gaming experience in titles like Resident Evil Requiem and PRAGMATA. Thanks for sharing this insightful deep dive!

  2. roberts.retha

    Thanks for your comment! It’s exciting to see how these advancements in the RE Engine not only enhance visual fidelity but also improve performance through techniques like DLSS RR. This integration could really set the stage for even more immersive gaming experiences in future titles.

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