When all of those effects are combined together, we are looking at a highly atmospheric and smooth-looking game - and that is just the environments. We'll be looking at the final version more closely to fully confirm this, but the lavish volumetric effects look quite a lot like the frustum voxel aligned type we have seen in many games this generation, giving any and every light a chance to illuminate the fog.
So just how does the remake push the RE engine harder than before? All versions of the demo showcase a filmic per-object motion blur, each surface that is smooth enough receives screen-space reflections, and the game makes extensive use of volumetric lighting and a bokeh depth of field. Meanwhile, the PC version opens up a vast array of possible settings, but based on the experience the demo delivers, the top-end experience does require some meaty hardware.
It's shaping up to be a beautiful game that sees the consoles push higher-end features of the foundation RE engine for the first time, and it also sees the developer make some fascinating technical choices for both the vanilla and enhanced consoles.
At the tail-end of last week, Capcom delivered a multi-platform release of the Resident Evil 2 Remake - the so-called '1-shot' demo that gives users just 30 minutes to play a very small portion of the full game.