Rtgi 0.36.1 - Reshade
While the shader has evolved over many years, 0.36.1 remains a favorite for many enthusiasts due to its specific feature set and rock-solid performance:
: The shader uses the game's depth map to determine the physical distance of objects. Diffuse Global Illumination Reshade Rtgi 0.36.1
While it cannot match the physical accuracy of hardware-accelerated path tracing (which traces rays in full world space), version 0.36.1 offers a highly convincing approximation. It stands as a testament to the power of efficient algorithm design and the flexibility of the ReShade post-processing pipeline, pushing the visual fidelity of older game engines closer to modern standards. While the shader has evolved over many years, 0
| Setting | What it does | Recommended start | |--------|--------------|------------------| | | Ray sample count (Low = noisy, High = slower) | Medium or High | | Radius | How far light bounces (small = local, large = room-scale) | 0.4 – 0.8 | | Bounce Intensity | Brightness of indirect light | 0.6 – 1.2 | | Bounce Saturation | Color bleed strength (red brick reflecting red onto wall) | 0.3 – 0.6 | | Ambient Occlusion Mix | Blends SSAO-style darkening with GI | 0.4 – 0.7 | | Temporal Amount | Reduces flicker using previous frames | 0.65 – 0.85 (higher = less noise, more ghosting) | | Setting | What it does | Recommended
RTGI 0.36.1 does not require an RTX card. It runs via compute shaders on any GPU that supports DirectX 11 or Vulkan.