While initially MT Framework was intended to power 2006's Dead Rising and Lost Planet: Extreme Condition only, Capcom later decided for their internal development divisions to adopt it as their default engine.
Before the creation of MT Framework, Capcom's internal development teams were each using engines and tools of their own design, a process that was deemed inefficient.
[6] For Lost Planet: Extreme Condition and its use of MT Framework, Capcom highlighted the following features supported by the engine: a light motion blur effect called "2.5D motion blur" (based on the "Stupid OpenGL Shader Tricks" presentation by Simon Green at the Game Developers Conference 2003)[7] is supported to help smooth 30 fps games; Light-Space Perspective Shadow Maps,[8] a form of shadow mapping, is used for the rendering of the shadows and a technique called Percentage Closer Filtering to smooth them; normal mapping, HDR rendering, soft particles, variable amounts of MSAA, and a technique with which particles can be rendered at 1/4th of the full resolution for the benefit of performance; basic physics handling by the integrated Havok middleware, and a custom physics engine to handle character-local physics calculations such as cloth physics and inverse kinematics.
[16][17] However, Resident Evil 5 under DirectX 10,[18] was the first video game to be presented fully in stereoscopic 3D, including all of its cutscenes, and the first to be rated as "3D Vision Ready" by Nvidia.
[20][21] A major update to the engine called MT Framework 2.0 began development in January 2008 and made its debut with the release of Lost Planet 2 in 2010.
Capcom further commented that MT Framework 2.0 is able to hide the specifics of the hardware and the supported shader models from programmers, enabling them to write more platform-agnostic code than before, and reducing their burden.
[31] Sengoku BASARA 3 was confirmed as the first game running on MT Framework Lite, a special version of the engine targeting the Nintendo Wii and PlayStation 3 hardware.
At E3 2010, Super Street Fighter IV: 3D Edition and Resident Evil: Revelations were announced as upcoming games for the Nintendo 3DS, and in late September 2010, the two games along with Resident Evil: The Mercenaries 3D and Mega Man Legends 3 were revealed to be running on MT Framework Mobile, a new version of the engine, based on MT Framework 2.0, specifically designed for the Nintendo 3DS.
[32][33] Capcom noted that thanks to MT Framework Mobile, Resident Evil: Revelations features a graphics rendering pipeline that is almost identical to that of Resident Evil 5, supporting HDR rendering, self shadowing, normal mapping, color correction, gamma correction, depth of field, motion blur and anti-aliasing on the Nintendo 3DS hardware.
[24] In late January 2011, Capcom demonstrated the intro of Lost Planet 2 running on MT Framework Mobile on the "Next Generation Portable", later renamed to PlayStation Vita.
MT Framework Mobile's support for iOS was later also announced,[35] and the first game to use the engine on the iPhone was the port of Phoenix Wright: Ace Attorney - Dual Destinies, released in 2014.