Reshade Rtgi 0.36.1

Copy these files into your game's directory where ReShade installed its folders (usually reshade-shaders/Shaders and reshade-shaders/Textures ). Step 3: Configure the Depth Buffer

RTGI 0.36.1 works with . That means:

Unlike native ray tracing (which calculates light using full 3D world data), RTGI works with via the game’s depth buffer. Version 0.36.1 refines this process by introducing optimization fixes, reducing visual noise, and improving calculation speed over older builds. Key Visual Improvements

: Enhanced algorithms minimize the temporal lag and "ghosting" often associated with screen-space effects. Technical Setup and Configuration

Running RTGI at 4K resolution is incredibly taxing. Utilizing spatial upscalers like Lossless Scaling or native game upscalers (DLSS/FSR) helps offset the performance penalty. Limitations of Screen-Space Ray Tracing Reshade Rtgi 0.36.1

RTGI 0.36.1 does not require an RTX card. It runs via compute shaders on any GPU that supports DirectX 11 or Vulkan.

Technical Brief: ReShade Ray Traced Global Illumination (RTGI) v0.36.1

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At the time of its release, RTGI 0.36.1 was the most accessible implementation of ray traced global illumination for thousands of games. While it works exclusively in , meaning it can only light what is currently on screen, it still provides dramatic visual upgrades, especially in shadow‑heavy titles such as Skyrim , Grand Theft Auto V , or Hogwarts Legacy . Copy these files into your game's directory where

: Launch the installer, locate your game's primary .exe file, and select the appropriate rendering API (DirectX 11, DirectX 12, or Vulkan).

: When prompted, install the standard effects (SweetFX, Quint) to ensure deep compatibility.

, adding depth and immersion that standard ambient occlusion often misses. How to Install and Setup

Place the RTGI shader files (typically .fx and textures) into the reshade-shaders folder within your game's installation directory. Version 0

: Unlike standard "flat" lighting, RTGI allows colors from one surface to "bleed" onto another (e.g., sunlight hitting a red carpet will cast a soft red glow on nearby white walls).

This version includes optimizations for frame rates compared to earlier beta builds.

Beyond the major features, version 0.36.1 brings significant refinements across the board. The popular MXAO (ambient occlusion) shader had its low-radius halos around objects fixed. Additionally, the Launchpad shader, which powers the optical flow for many other effects, was updated with a new gradient descent-based algorithm. It now offers users a choice between the optimizer (fast convergence for lower-quality settings) and SophiaG (slower but finds better minima for high-quality settings), giving users more control over their performance/quality balance.