MESSAGEMESSAGE
To everyone who attended our Open Conference this year,
we would like to extend our deepest thanks.
Last year, we aimed to make the content accessible to as many people as possible. This year, in keeping with the "Professional" subtitle, we instead focused on a deep, technical dive into each subject. We hope this was to your liking.
Nothing would make us happier than if the professionals in our audience left thinking "those were exactly the kind of presentations I've been waiting for".
We challenged ourselves this time around to make the Japanese and English events available at the same time. That might sound simple—and indeed, we thought so, too—but organizing technical translations while making presentations and videos, as well as providing real-time interpretation for the Q&A chat, turned out to be a significant undertaking.
However, seeing both the Japanese and English presentations running side-by-side, and reading the insightful questions from our overseas viewers in the chat, made it feel like it was well worth the effort.
Among the topics presented, we talked about our vision for the future of RE ENGINE, codenamed REX.
We can't give too much more information right now than we already did, but know just that our development environment is forever evolving.
We hope you're looking forward to hearing more about it in the future.
And with that, let's meet again at the next Open Conference!
- Masaru Ijuin, Technical Director, Fundamental Technology R&D Department, Capcom
CONFERENCE PROGRAMCONFERENCE PROGRAM
New11.28.2023
We have released the lecture video,
lecture materials, and Q&A.
Day1 10/26
JST
10:00 ~ 10:30
Game engine
RE ENGINE's Past and Future
More than five years have passed since the first game to use RE ENGINE, Resident Evil 7, was released in 2017.
We will look back at RE ENGINE's achievements to date and introduce our current operational flow and vision for the future.Tomofumi Ishida
10:30 ~ 11:00
Rendering
Is Rendering Still Evolving?
An introduction to the rendering techniques used in RE ENGINE on 8th/9th generation consoles will be presented, including optimizing rendering using bindless to reduce CPU load. In addition, rendering techniques for future titles will be introduced.
Hitoshi Mishima
11:00 ~ 12:00
AI
Navigation AI: Overview, and Practical Examples
This presentation will introduce the Navigation AI technologies available in RE ENGINE and explain how they are used to achieve character movement, using actual titles that have been released as examples.
We will touch on how enemies and NPCs select their destinations and follow their movement paths, how location information is created to represent the game space, and how to optimize processing load and memory usage.Jun Tsukahara,Yuuki Ooi
12:00 ~ 13:00 Interval
13:00 ~ 14:00
Security
Anti-cheat and Anti-Piracy Measures in PC Games
Recommendations for In-House ProductionPC games have always been subject to cheating and piracy. Malicious cheating and piracy can reduce the value of the product and lead to a loss of profit.
This presentation will explain the past background and current efforts to combat cheating and piracy.
This is the history of how the security module in RE ENGINE was created.Taro Yahagi
14:00 ~ 14:30
Rendering
Advances in Ray Tracing
In Advances in Ray Tracing, we will discuss recent improvements in RE ENGINE's Ray Tracing, new feature implementations, and usage and measurements for each title.
※The audio of this lecture will be in EnglishEason(Yixiong) Gong
14:30 ~ 15:00
Runtime
The Road to Introducing Virtual Memory Allocators
The memory allocator for RE ENGINE was developed in-house.
We will discuss its history, which has evolved over time, and explain how it's used in our latest titles.Masaaki Korematsu
15:00 ~ 16:00
Rendering
New Rendering Features Rundown
(HDR Grading, Shell Fur, Signed Distance Field)HDR Grading
- A case study of transitioning from SDR grading to HDR grading by utilizing OpenColorIO.
ShellFur
- A case study of utilizing an old technology to achieve next-generation quality.
Signed Distance Field
- We will present features realized using SDF and examples of its optimization.Ojiro Tanaka,Kyohei Kajikawa,Kazuaki Hiro
16:00 ~ 16:30
Effects
Introduction to Editor Functions and Workflows that Support High-Quality Effects
Afterimages that appear when you swing a sword, exploding flames that appear when you destroy an oil drum, the Hadoken that manifests when you concentrate your Ki...
Using the Effects Editor in RE ENGINE, we will introduce asset creation, providing functions, profiling tools, and actual title workflows.Tatsunori Aoyama,Teppei Yoneyama
16:30 ~ 16:45
Workflow
Workflow for Making Roads with a Curve Editor
We will introduce the tools and workflow we developed to create natural terrain paths in open world games.
First, we will explain the functionality of SplineEditor for editing curves and SplineMesh for deforming meshes along curves, and show examples of path data that can be represented. Then, the baking process (heightmap, prefab placement, FBX output, and joint conversion) that converts the created path data into a suitable rendering format will be explained.Kenta Masuda
16:45 ~ 17:00 Interval
17:00 ~ 18:00
DCC
Batch Managing a Huge Amount of Art Assets.
Introducing: Scene Data Manager (SDM)"I don't know where to find the latest data created by the artist." "When multiple people exchange data, are there any broken links?" "Don't artists want a structure that makes it easy to search large amounts of data?"
We will introduce a tool to store, share, and explore artist-created files to solve these and other problems.Eka Nishio,Masashi Ozawa
18:00 ~ 18:30
Runtime
C# 8.0 / .NET Support for Game Code, and the Future
In RE ENGINE, all game logic is written in the C# programming language and runs on a proprietary virtual machine called REVM.
We will discuss the benefits of replacing our long-maintained C# 7.3/.NET Framework 4.8 equivalent environment with C# 8.0/.NET, what comes next after doing so, as well as a few details of REVM's implementation.Koki Hiratsuka
Day2 10/27
JST
10:00 ~ 11:00
Management
RE ENGINE Philosophy
RE ENGINE has been in development for nearly 10 years now and has been used in many Capcom titles. This presentation will briefly review its development history and touch on the culture of RE ENGINE development.
We will introduce some of what goes into game engine development, including development systems and initiatives that are in place to support game development at Capcom, as well as, how we communicate with game developers.Daisuke Sanekane
11:00 ~ 12:00
Rendering
Resident Evil 4 Hair Discussion
Strand Rendering
- A method for rendering anti-aliased hair will be presented.
Strand Lighting
- We will present an overview, implementation methods and optimization of multi-scattering, which is an important effect to achieve realistic hair saturation, depth, and volume.Toshiaki Ishihara,Hitoshi Mishima
12:00 ~ 13:00 Interval
13:00 ~ 13:30
Rendering
Strands Physics / Tools
We will introduce hair physics simulation methods, animation system implementations, tooling and per-title optimization.
※The audio of this lecture will be in EnglishEason(Yixiong) Gong
13:30 ~ 13:45
Effects, CI
Automated Checks to Ensure Stable VFX Behavior
Minor changes to effects behavior can result in major changes to the look and feel of a game, so you can't afford accidental changes to your effects. However, manually checking each function one by one for problems is expensive and unreliable.
Therefore, we implemented automated effects checks using OpenCV, reducing checking costs and improving stability.
We will introduce our method and the automatic checking workflow.Naoki Suenaga
13:45 ~ 14:00 Interval
14:00 ~ 14:30
Rendering
RayTracingLensFlare
RayTracingLensFlare is a system that simulates ghosting effects using rays traced through a group of modeled lenses comprising the camera. We will discuss the calculations involved, the optimizations we made, and how we handled the case of light sources outside of the rendering screen.
Kenta Nakamoto
14:30 ~ 15:00
Animation
Real-Time Motion Capture Preview in RE ENGINE
This presentation will introduce RE ENGINE's real-time motion capture preview system, "RE Preview."
Topics include the kinds of motion capture this system makes possible, such as full performance capture and in-game environment shooting, and other features only possible in an engine-integrated tool.
We will also include test footage from our newly opened Creative Studio, demonstrating the workflows and dedicated tools that got us to this point.Tsuyoshi Nagae,Soichi Uchiyama,Kei Kitahata
15:00 ~ 15:30
Workflow
Creating a Real-Time, In-Engine Painting Tool
General-purpose texture painting sounds very convenient to have, but in reality it is a tool that requires a sense of balance, as there are many areas that can be improved by what it can do, but can also be replaced by DCC.
Using RE ENGINE, we will answer the question, "How does texture painting work within an in-house engine?"Akira Yamada
15:30 ~ 15:45
Physics
Unifying Collision Shapes for Character Accessories
We will introduce a shared collision system for characters and their physics-enabled accessories (chains and cloth) that we often make use of in our titles.
After a brief explanation of character construction and the use of character accessories in titles as background, we will introduce the improvements in workflow and the collision filtering system tricks that were used to implement this system.Shobu Itano
15:45 ~ 16:00 Interval
16:00 ~ 17:00
Tools
Follow-Up: RE ENGINE UX Overhaul
This is about what has happened since our 2019 announcement of RE ENGINE's UX improvement efforts through a user-centered design philosophy.
It's become the norm to involve UX designers in tool development for RE ENGINE. This presentation will introduce the ways in which UX designers have been actively involved, the impact of UX improvements, and the changes that have been made to the system since the last presentation.Yusuke Ichiyama,Daisuke Okada
17:00 ~ 18:00
Runtime, Rendering
Shader Translator: Implementation and Use
While HLSL has earned its place as a first-class citizen among shader languages, translators are essential for cross-platform use.
We will introduce a shader translator that leverages the DirectX Shader Compiler technology that we produce in-house for RE ENGINE. We will discuss the internal history of translators, how they have been used in the development of our titles, why we do not use existing translators, and the results that can only be achieved by in-house production.Kotaro Miyabe
INFORMATION
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