Capcom’s RE ENGINE team set out to bring path tracing into two shipping titles at once, Resident Evil Requiem and PRAGMATA, each with a different visual identity.
Over two years, the RE ENGINE team built a reference path tracer, validated its lighting against common DCC path tracers, then scaled it into a game-oriented version optimized for DLSS and built on the NVIDIA RTX Kit.
The payoff: direct lighting now runs through the path tracer instead of shadow maps, the visual gap between gameplay and cutscenes is greatly reduced, and strand hair picks up real-time light transmission in both titles.
The NVIDIA gaming team spoke with RE ENGINE about the transition from ray tracing to path tracing, what it changed in the content pipeline, and where the renderer goes next.
Why was now the time for Capcom to introduce path tracing into RE ENGINE in PRAGMATA and Resident Evil Requiem?






