According to IGN, Capcom’s upcoming third-person sci-fi adventure, Pragmata, will launch on April 24 for PlayStation 5, Xbox Series X|S, PC via Steam, and notably, the still-unannounced Nintendo Switch 2. The game, starring protagonists Hugh and his android companion Diana, is being positioned as a major tech showcase. It will feature full NVIDIA-powered path tracing for its lighting and the official debut of DLSS 4 with its new Multi Frame Generation feature. This combination promises what NVIDIA calls “unprecedented fidelity” for the game’s visuals. The reveal came via an ‘RTX: Inside the Game’ video, highlighting the partnership.
So, what’s the big deal with path tracing?
Path tracing is basically the holy grail of real-time graphics simulation. Instead of faking light with clever tricks, it simulates the actual physical path of millions of light rays. Every reflection, refraction, and diffuse bounce is calculated. The result is lighting that looks fundamentally real—soft shadows, perfect reflections on curved surfaces, and incredibly natural global illumination. But here’s the thing: it’s brutally computationally expensive. Until recently, it was strictly for offline movie rendering. Getting it to run in a real-time game, even at 30 frames per second, was a pipe dream. That’s where DLSS 4 comes in.
DLSS 4 is the real story here
NVIDIA is pulling a bit of a fast one with the naming, but it’s a smart move. DLSS 4 is being revealed *inside* a game announcement, not at a standalone keynote. Its headline feature is “Multi Frame Generation.” If DLSS 3’s Frame Generation was about inserting AI frames between two rendered ones, Multi Frame Generation seems to be about looking at a longer sequence. I think it’s probably analyzing more frames of data to make even better predictions, which is crucial for path tracing. The latency and artifact challenges with generating frames are huge, especially in a fast-paced action game. Can it really keep up? Pragmata is going to be the ultimate test bed. If it works, it’s not just a visual upgrade; it’s the enabling technology that makes this level of graphics possible on current hardware.
The cross-platform puzzle
Now, the platform list is fascinating. PS5 and Xbox Series X have AMD RDNA 2 graphics, not NVIDIA RTX hardware. So how do they get “NVIDIA-powered” path tracing and DLSS? They don’t. Those versions will almost certainly use a different, less intensive lighting solution and likely AMD’s FSR upscaling. The full NVIDIA tech stack is a PC-exclusive feature. And then there’s the Nintendo Switch 2 mention. That’s basically a confirmation of the console’s existence, but there‘s zero chance it runs this path-traced version. The Switch 2 version will be a radically scaled-back port. This announcement is really a two-pronged move: it’s a major game launch for everyone, and a cutting-edge tech demo specifically for high-end RTX PC gamers. It makes you wonder if we’re heading for a future where the visual gap between console and high-end PC versions of the same game is wider than ever.

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