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RE ENGINE Meshlet Rendering Pipeline

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Hitoshi Mishima

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Description

This REAC 2025 conference talk by Capcom rendering engineer Hitoshi Mishima covers the meshlet rendering pipeline introduced in RE ENGINE for Dragon's Dogma 2 and Monster Hunter Wilds. The listing points at the talk entry on the REAC 2025 conference page.

It explains why conventional bindless rendering alone made complex geometry hard to draw with stable execution times in vast, changing environments. Mishima contrasts the early meshlet implementation used in Dragon's Dogma 2 with the later pipeline in Monster Hunter Wilds, and reports adoption rationale, implementation results, and optimization outcomes.

The talk is aimed at advanced engine and rendering programmers who already ship GPU-driven or bindless geometry paths and want production detail on meshlets in a AAA engine. Familiarity with modern console or PC rendering pipelines helps.

Access is free on the REAC site as PDF slides, a large PPTX deck, a Q&A PDF, and a YouTube recording linked from the talk abstract.

It is useful as a concrete Capcom case study of moving from early meshlets to a more mature RE ENGINE geometry path under real shipping constraints.