Uploaded March 2026 | Updated September 2026, 2 weeks ago
Content sponsored by Nvidia. Horror-based games are all about the atmosphere - and with Resident Evil, Capcom knows it. In this video, Alex goes back to the origins of the Resident Evil aesthetic, and how its pre-rendered, static backgrounds delivered a unique sense of atmospheric horror that full 3D couldn't quite match... until now. We break down how the realism is ramped up and how the horror is enhanced with the arrival of path-traced graphics.
00:00:00 Introduction
00:00:43 How light and shadow shaped horror in Resident Evil's past
00:06:50 Path tracing direct lighting to maximise atmosphere
00:12:55 How path tracing improves reflections and indirect lighting
00:17:57 Getting a next-gen experience above consoles on PC
Content sponsored by Nvidia. Horror-based games are all about the atmosphere - and with Resident Evil, Capcom knows it. In this video, Alex goes back to the origins of the Resident Evil aesthetic, and how its pre-rendered, static backgrounds delivered a unique sense of atmospheric horror that full 3D couldn't quite match... until now. We break down how the realism is ramped up and how the horror is enhanced with the arrival of path-traced graphics.
00:00:00 Introduction
00:00:43 How light and shadow shaped horror in Resident Evil's past
00:06:50 Path tracing direct lighting to maximise atmosphere
00:12:55 How path tracing improves reflections and indirect lighting
00:17:57 Getting a next-gen experience above consoles on PC










