Capcom Terapkan Teknologi PSSR Demi Stabilitas Resident Evil Requiem

Capcom Terapkan Teknologi PSSR Demi Stabilitas Resident Evil Requiem

Tim teknis Capcom mengadopsi teknologi PlayStation Spectral Super Resolution atau PSSR pada konsol PlayStation 5 Pro untuk menjaga stabilitas performa sekaligus memangkas waktu pemrosesan GPU dalam game Resident Evil Requiem pada Selasa, 19 Mei 2026.

Langkah pemanfaatan arsitektur perangkat keras terbaru ini diungkapkan oleh perwakilan tim pengembang Capcom dalam sesi wawancara bersama media VICE mengenai proses optimasi RE Engine. Penggunaan teknologi teranyar tersebut berdampak pada efisiensi daya komputasi konsol.

"Rendering for characters as a whole—including skin, hair, eyes, and teeth—has been significantly improved. We’ve enhanced subsurface scattering and introduced a Visibility Buffer to improve polygon density, achieving both higher frame rates and reduced memory usage. In addition, we’ve implemented area-based texture streaming, as well as new simulation techniques for effects such as water surfaces." kata Masaru Ijuin, perwakilan Engine Development Support Section, R&D Foundational Technology Department di Capcom.

Pihak pengembang menjelaskan bahwa fokus optimasi tidak hanya tertuju pada resolusi gambar diam, melainkan juga memprioritaskan kualitas visual saat objek bergerak. Peralihan metode rendering dilakukan demi mencapai frame rate yang stabil pada perangkat konsol.

"In Resident Evil Requiem, we placed a strong emphasis on performance stability. On PlayStation 5 and PlayStation 5 Pro hardware in particular, we’ve been able to achieve very stable frame rates. We also prioritize image quality in motion, not just still-frame resolution. For that reason, we deliberately moved away from the checkerboard rendering used in previous titles and instead adopted FSR1, as it provides more stable image quality during motion. However, on PS5 Pro, we have adopted the new updated PSSR due to its high level of both image quality and stability. From a performance standpoint, AMD’s RDNA architecture offers excellent performance for rendering hair. Because the hardware supports 64-bit atomic operations within group shared memory, it can achieve faster performance compared to PC in certain cases." ujar Masaru Ijuin.

Penerapan PSSR ini secara langsung mengurangi beban kerja kartu grafis untuk output beresolusi tinggi. Alokasi sisa daya GPU kemudian dialihkan oleh tim teknis Capcom guna menyempurnakan aspek pencahayaan sistem game.

"PSSR is used as a tool to reduce GPU processing time required for high-resolution output. The GPU resources freed up through this, combined with the relatively high GPU performance, have allowed us to improve global illumination quality and make greater use of optimized ray tracing features." kata Masaru Ijuin.

Peningkatan performa visual ini juga menyentuh aspek simulasi fisik, di mana peningkatan performa GPU dimanfaatkan untuk memproses rendering elemen rambut secara kolektif. Metode pengelompokan helai rambut menjadi bentuk bundel ini diterapkan agar efisiensi komputasi tetap terjaga tanpa menurunkan kualitas visual asli.

"With improvements in GPU processing performance, it is now possible to simulate hair at the strand level directly on the GPU, enabling more precise and realistic hair simulation. However, simulating tens of thousands of individual strands remains too computationally expensive, so hair is grouped into bundles and processed collectively. Even with PS5 and PS5 Pro hardware, the number of strands actively simulated is on the order of several hundred. That said, careful tuning ensures that this optimization does not compromise visual fidelity, allowing long hair to move more naturally without revealing the underlying reduction in computational complexity." kata Masaru Ijuin.

Saat ini game Resident Evil Requiem telah resmi diluncurkan secara global dan sudah tersedia untuk platform PC, PlayStation 5, Nintendo Switch 2, serta seri Xbox Series.

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