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    MT Framework

    Concept »

    Capcom's proprietary engine developed for PC, Xbox 360, PS3 and Wii.

    Short summary describing this concept.

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    Overview

    The MT in MT Framework stands for several things:  Multi-Thread, Meta Tools and Multi-Target. Games made with this engine are created on the PC and ported over to the Xbox 360 and the PlayStation 3. 

    After Onimusha 3, Capcom decided to make a multi-platform engine due to the increased complexity of the newer consoles. The strength of the MT framework is its ability to run a performance monitor in real time, making it easy to find bottlenecks. Graphics settings and rendering method can be changed in real time, allowing highly tuned performance. Capcom is not intending to license the engine to other developers, due to a loss of flexibility in version control.

    The PC and Xbox 360 version was originally created by three people, later brought up to five. The PS3 version added another four people to the original team, leaving a total of nine. 

    As revealed in its debut trailer, Lost Planet 2 is using a newer version of the MT Framework, version 2.0.

     Technology

    Rendering is done at 720P. 4x Multi-Sample Anti-Aliasing is used, and the game runs at 30fps, but if the engine detects that the framerate is falling below 30, it will switch to 2x Multi-Sample Anti-Aliasing or turn MSAA off entirely. The amount of textures in memory at any one time is about 160MB, with 60-80MB being used for the background. A single stage in Lost Planet uses more textures, but seamless loading is used.

    Most of the physics inside the game run independently from the MT Framework, and Lost Planet and Dead Rising use HAVOK. Some of the more minor physics are handled by MT Framework, and also by custom made Inverse Kinematics engine.
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