Coffee, Code & Shaders: Real-Time Rendering Conversations

Rendering Meshlets in Capcom's RE Engine

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_