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Capcom and SIE Detail PSSR2 and Graphics Tech in Resident Evil Requiem Interview

The interview provides the first detailed developer-side explanation of how PSSR2 works and what graphical leaps it enables, using Resident Evil Requiem as a showcase title.

Reporting from 1 sources: Automaton.

Capcom and SIE Detail PSSR2 and Graphics Tech in Resident Evil Requiem Interview

In an interview with Automaton, Capcom and Sony Interactive Entertainment discussed the graphical evolution of Resident Evil Requiem, including its support for the evolved PSSR (PSSR2) on PS5 Pro. Capcom's Masaru Ijuin detailed improvements to hair rendering, subsurface scattering, and texture streaming, while SIE's Toshimasa Aoki outlined the philosophy behind updating the super-resolution technology.

Resident Evil Requiem, released in February 2026 for the series' 30th anniversary, is one of the first games to support the evolved version of PS5 Pro's PlayStation Spectral Super Resolution, referred to as PSSR2. In an email interview published by Automaton, Capcom's Masaru Ijuin and SIE's Toshimasa Aoki broke down the technical changes behind the game's graphics.

Ijuin described a complete rewrite of hair simulation from Resident Evil RE:4, with automatic division based on projected hair length on screen to create smoother curves at close distances while improving performance. Subsurface scattering for skin, eyes, and teeth was improved through a new VisibilityBuffer system that raises polygon density while saving memory and maintaining high frame rates. Texture streaming now adapts per area.

Aoki said SIE began PS5 Pro development just before the base PS5 launched, and that the policy is to continuously challenge innovation. He noted that developer and user feedback from the original PSSR informed the update to PSSR2.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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