: Enable "Infinite Bounces" under the pre-processor definitions if your graphics card has ample VRAM headroom. This uses a multi-frame accumulation process to realistically diffuse light through dark interiors without a major instantaneous frame drop. Setting Up RTGI 0.17.0.2 Correctly
The Ray-Traced Global Illumination () shader is a cutting-edge post-processing modification built for the ReShade platform. Unlike native engine integrations like Unreal Engine's Lumen or proprietary hardware pipelines, RTGI injects real-time, dynamic path-traced lighting into video games purely at a driver and software level. It evaluates depth buffer data to calculate:
: Remove any older versions of qquint.fx and qquint_rtgi.fx from your game's reshade-shaders/Shaders directory.
RTGI 0.17.02 Release Fixed: Major Improvements for Ray-Traced Global Illumination rtgi 01702 release fixed
Even with perfect ReShade settings, in-game graphic parameters can block the data pipeline. Turn off the following options in your game's video menu:
The release targeted severe micro-stuttering, depth-buffer instability, and edge-bleeding artifacts that plagued earlier versions. This comprehensive deep dive covers what RTGI does, the exact fixes introduced in version 0.17.0.2, and how to get the most stable performance out of your games. Understanding ReShade RTGI
Place the qUINT_RTGI.fx file into your ReShade shaders folder. Unlike native engine integrations like Unreal Engine's Lumen
(Pascal Gilcher) and his revolutionary shader for ReShade. While the 0.17 branch brought massive leaps in lighting quality, it wasn't without its growing pains.
Improvements to how the shader interacts with different depth buffer formats in various DirectX versions.
Prior to the "01702" / v0.17 release, users experienced several critical failures: Turn off the following options in your game's
To make ray tracing playable on mid-range hardware, RTGI reuses lighting data from previous frames (temporal accumulation). In early 0.17 builds, this logic was overly aggressive. Moving characters or vehicles would leave faint trails of light and dark shadows across the screen. 3. Depth Buffer Resets (The Flicker)
: Fixed several parameter sliders in the ReShade menu that previously caused shader crashes or had incorrect range values. Depth Buffer Compatibility
The 0.17.0.2 build introduced an internal fallback mechanism that gracefully caps luminance overflow, rendering a solid, continuous color transition without temporal strobing. 2. Resolution Scale and Intersect Mapping Corrected