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title: Q&A: How Capcom Brought Path Tracing to RE ENGINE Across...
description: Capcom's RE ENGINE team spent two years integrating full path tracing into two simultaneous titles — Resident Evil Requiem and PRAGMATA. The team built a...
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# Q&A: How Capcom Brought Path Tracing to RE ENGINE Across PRAGMATA and Resident Evil Requiem

**[NVIDIA Developer](https://daily.dev/sources/nvidiadev)** · 8 min read · 0 upvotes · 0 comments

## Summary

Capcom's RE ENGINE team spent two years integrating full path tracing into two simultaneous titles — Resident Evil Requiem and PRAGMATA. The team built a reference path tracer, validated it against DCC path tracers, then scaled it into a game-ready version using NVIDIA RTX Kit and DLSS Ray Reconstruction for denoising. Key improvements include replacing shadow maps with path-traced direct lighting, reducing the visual gap between gameplay and cutscenes, and enabling real-time light transmission through strand hair. The team also developed a custom ScreenSpaceAlphaTest method to handle AlphaTest geometry efficiently, and reimplemented ReSTIR GI from the published paper rather than using the RTX Kit version. The content pipeline evolved significantly, requiring artists and technical artists to adapt asset production for path-traced materials and reflections.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://developer.nvidia.com/blog/qa-how-capcom-brought-path-tracing-to-re-engine-across-pragmata-and-resident-evil-requiem>

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