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

Description

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_

Comments

0

Be the first to comment

Sign up now and become a member of the Coffee, Code & Shaders: Real-Time Rendering Conversations community!

Get Started

2 months for 19 kr.

Then 99 kr. / month · Cancel anytime.

  • Podcasts kun på Podimo
  • 20 lydbogstimer pr. måned
  • Gratis podcasts

All episodes

66 episodes