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Capcom discusses the "challenging yet rewarding" experience of bringing the RE Engine to Switch

Let's hope its the first of many games to use it
by rawmeatcowboy
06 October 2020
GN Version 5.0

The RE Engine has been around for awhile now, but it'll be making its debut on Switch with Monster Hunter Rise. Getting that engine to work on Switch took quite a bit of technical wizardry, but Capcom pulled it off. In an Eurogamer interview with Capcom's Yasunori Ichinose, we find out just how challenging the process was.

It was definitely a new challenge for us. As you mentioned, it was indeed our first time bringing an RE Engine title onto the Switch. So a lot of background technical engineering work needs to be done just to achieve targeting a new hardware platform. Of course, being an internal Capcom engine, that meant that we had the benefit of all the expertise and knowledge of our engineers to hand – they worked very hard, getting the engine working for us and ensuring that we could take the game content which involves these not strictly open world per se but large maps with no loading areas between them, having those work seamlessly whilst maintaining the graphics quality we wanted, to keep that stuff in without affecting performance and having the frame rate be something that could achieve our targets – a lot of all that stuff was a difficult balance to achieve but I think that the team has really pulled it off, targeting a comfortable 30 frames per second whilst also making the game look as good as it does and pushing the power of the Switch as much as we can. It’s been a challenging but rewarding experience.

[Link]
 
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