Reshade Rtgi 0.36.1 !!hot!! Info

Apply to any third-person or FPS game from 2010–2018. Adjust Radius down to 0.5 for interiors, up to 1.0 for exteriors.

Simulates realistic light bleeding where colors from bright surfaces transfer onto neighboring objects.

The introduction and continuous development of Reshade RTGI have had a profound impact on the gaming and graphics communities. It has democratized access to advanced lighting technology, allowing users to experience visual quality typically reserved for high-end, next-generation games on a wider range of hardware configurations.

Provides clearer configuration steps inside the ReShade overlay menu. Step-by-Step Installation Guide Reshade Rtgi 0.36.1

Determines how far a light bounce can travel. High values are great for expansive open worlds; low values work best for tight, indoor corridors.

Note: As this is a Patreon-supported, ongoing project, always check the Marty McFly Patreon for the latest installation requirements and bug fixes. If you'd like, I can: Tell you with this shader Compare it to other ReShade ambient occlusion methods Give you a pre-set configuration for better performance ReShade RTGI | Ray Traced Global Illumination

For RTGI 0.36.1, Gilcher had already studied advanced sampling techniques including , the algorithm NVIDIA uses for many dynamic light effects. He found that ReSTIR GI suffers from chroma noise, sample correlation issues, and white noise output. Instead of copying ReSTIR, Gilcher designed his own sampling method that he argued surpasses ReSTIR in quality. Apply to any third-person or FPS game from 2010–2018

Features smarter branch execution to lower the performance tax on mid-range graphics cards.

Even with temporal stabilization, screen‑space flicker can occur around moving objects or where the depth buffer changes abruptly. To minimize artifacts:

From there, tweak the settings while watching the in‑game FPS counter. If performance is too low, reduce the sample count and switch to a lower quality preset. The introduction and continuous development of Reshade RTGI

Ray tracing has transformed modern PC gaming, but hardware-level execution requires expensive graphics cards. Pascal Gilcher’s (Ray Traced Global Illumination) bypasses this financial barrier. It brings screen-space ray tracing to almost any 3D game.

The primary function of RTGI is to calculate how light bounces off surfaces, rather than just lighting a surface directly.

is a high-end post-processing shader developed by Pascal Gilcher (Marty McFly) that brings path-traced lighting effects to almost any 3D game. By leveraging Screen Space Global Illumination (SSGI), it simulates how light bounces off surfaces to create more realistic shadows and color bleeding. Key Features and Tech

stands as one of the most transformative milestones in the evolution of real-time post-processing graphics. Developed by Pascal Gilcher (widely known as Marty McFly), the Ray Traced Global Illumination (RTGI) shader bridges the gap between classic rasterized rendering and modern hardware-accelerated ray tracing.

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