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REAC 2025 RE ENGINE Meshlet Rendering Pipeline

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Hitoshi Mishima

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Description

A REAC 2025 talk by Hitoshi Mishima of Capcom on the RE ENGINE meshlet rendering pipeline used in Dragon's Dogma 2 and Monster Hunter Wilds. This URL is a YouTube conference recording, not engine source docs.

It covers meshlet clustering with compressed attributes, two-phase occlusion culling, visibility-buffer deferred shading with bindless materials, software rasterization for small clusters, special paths for alpha test and decals, precomputed vertex transforms, GPU work redistribution, and directional shadows with depth reprojection plus ray-hit expansion for GI-lit scenes. Measured CPU, GPU, and memory wins on shipping titles are shown with remaining LOD work.

It is for advanced engineers building GPU-driven geometry pipelines akin to modern visibility-buffer engines. Mesh shaders and deferred G-buffer experience is expected.

Access is a free YouTube video on the Rendering Engine Architecture Conference channel with slides and Japanese delivery plus English framing.

It is useful as a practical reference for adopting meshlets and visibility buffers in a multi-title in-house engine.