Reshade Rtgi 0.36.1 [portable]

Select the correct rendering API (DirectX 9, 11, 12, or Vulkan).

A: Yes, but with caution. Using RTGI after DLSS (as a post-process) works fine. Using RTGI before upscaling will denoise the ray tracing, then the upscaler will re-introduce artifacts.

Real-time Screen-Space Global Illumination via Post-Processing Core Technology: Path Tracing / Ray Tracing in Screen Space Author/Origin: Pascal Gilcher (Marty McFly / McFlyPG) 1. Abstract

Ray tracing naturally looks noisy. Version 0.36.1 features an upgraded temporal filter.

:

: The game must allow ReShade to "see" the depth map. You may need to disable in-game Anti-Aliasing (MSAA) for this to work.

Visit the official ReShade website. Download the version explicitly labeled This version is mandatory because standard ReShade disables depth buffer access in multiplayer games to prevent cheating. 2. Install the Shader Files

RTGI stands for . Unlike traditional static game lighting, RTGI simulates how light bounces off surfaces in real time.

in the effect list. Also enable qUINT_mxao.fx (ambient occlusion) and qUINT_lightroom.fx (color grading) – RTGI works best as a middle layer.

Best for gameplay. It offers 80% of the visual quality at a fraction of the performance cost.

: This version refined the way light "bounces." If you stand next to a red wall, the light hitting that wall will cast a subtle red tint onto your character and the floor, a feature often missing in standard game engines.

: It calculates how light from a source (like the sun) reflects off surfaces to illuminate nearby shadowed areas. Ambient Occlusion

: The effect requires a stable depth buffer to work. It may struggle with "bleed-through" effects near smoke or fog, as these often do not appear in the depth buffer. How to Access

Adjust ray count and radius first for visual quality; lower temporal blend for crisper but potentially flickery results.

Select the correct rendering API (DirectX 9, 11, 12, or Vulkan).

A: Yes, but with caution. Using RTGI after DLSS (as a post-process) works fine. Using RTGI before upscaling will denoise the ray tracing, then the upscaler will re-introduce artifacts.

Real-time Screen-Space Global Illumination via Post-Processing Core Technology: Path Tracing / Ray Tracing in Screen Space Author/Origin: Pascal Gilcher (Marty McFly / McFlyPG) 1. Abstract

Ray tracing naturally looks noisy. Version 0.36.1 features an upgraded temporal filter.

:

: The game must allow ReShade to "see" the depth map. You may need to disable in-game Anti-Aliasing (MSAA) for this to work.

Visit the official ReShade website. Download the version explicitly labeled This version is mandatory because standard ReShade disables depth buffer access in multiplayer games to prevent cheating. 2. Install the Shader Files

RTGI stands for . Unlike traditional static game lighting, RTGI simulates how light bounces off surfaces in real time.

in the effect list. Also enable qUINT_mxao.fx (ambient occlusion) and qUINT_lightroom.fx (color grading) – RTGI works best as a middle layer.

Best for gameplay. It offers 80% of the visual quality at a fraction of the performance cost.

: This version refined the way light "bounces." If you stand next to a red wall, the light hitting that wall will cast a subtle red tint onto your character and the floor, a feature often missing in standard game engines.

: It calculates how light from a source (like the sun) reflects off surfaces to illuminate nearby shadowed areas. Ambient Occlusion

: The effect requires a stable depth buffer to work. It may struggle with "bleed-through" effects near smoke or fog, as these often do not appear in the depth buffer. How to Access

Adjust ray count and radius first for visual quality; lower temporal blend for crisper but potentially flickery results.

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