Coffee, Code & Shaders: Real-Time Rendering Conversations

Rendering Meshlets in Capcom's RE Engine

50 min · 15. Apr. 2026
Episode Rendering Meshlets in Capcom's RE Engine Cover

Beschreibung

On this occasion, we will be discussing the presentation given by Hitoshi Mishima, a Render Engineer at Capcom, during REAC 2025. In it, he details how they adapted the RE Engine pipeline to integrate Meshlets, enabling the optimization of games with massive, dense environments like Dragon's Dogma and Monster Hunter Wilds. He also covers the use of Visibility Buffers and two-phase occlusion systems, which drastically reduce the processing load for both the CPU and GPU. Watch full presentation: https://www.youtube.com/watch?v=nWgPtCDXlPc Original Copyright Free Music written, performed, and produced by TrackTribe https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_

Kommentare

0

Sei die erste Person, die kommentiert

Melde dich jetzt an und werde Teil der Coffee, Code & Shaders: Real-Time Rendering Conversations-Community!

Loslegen

2 Monate für 1 €

Dann 4,99 € / Monat · Jederzeit kündbar.

  • Podcasts nur bei Podimo
  • 20 Stunden Hörbücher / Monat
  • Alle kostenlosen Podcasts

Alle Folgen

66 Folgen