Reshade Rtgi 0.36.1 |best| File

With the release of version 0.36.1, the RTGI shader by Pascal Gilcher represents one of the most sophisticated implementations of ray tracing available as a post-process effect. Unlike NVIDIA’s RTX, which utilizes dedicated hardware cores (RT cores) for BVH (Bounding Volume Hierarchy) traversal, ReShade RTGI operates entirely in screen space, making it compatible with a wider range of DirectX 9, 10, and 11 titles.

Because everything works from depth data only, RTGI does not read full material properties (roughness, metalness, albedo). In practice, the visual effect is still impressive, though a few limitations remain—more on that in the limitations section.

While RTGI can run on hardware without dedicated RT cores, it is computationally expensive.

| Feature | RTGI 0.36.1 | Newer versions (0.51+) | |---------|-------------|-------------------------| | | Extremely stable, well‑tested | May have early bugs after big changes | | Performance | Balanced, known behavior | Potentially faster or slower depending on algorithm changes | | Compatibility | Works with most games and older GPUs | Some new features may require driver or API updates | | Availability | Easier to find as the older stable version | Requires Patreon subscription at higher tiers | | Reflections | Good, but screen‑space only | Newer version adds HiZ Min‑Max Tracing for pixel‑perfect reflections | Reshade Rtgi 0.36.1

The update brings forth a more sophisticated algorithm for calculating global illumination. This results in more accurate lighting that closely mimics real-world conditions. Moreover, efforts have been made to minimize common artifacts associated with real-time GI solutions, such as flickering or incorrect lighting in certain scenarios.

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

Notes: I assume you want a practical, step-by-step guide covering installation, setup, configuration, usage, troubleshooting, and tuning for Reshade RTGI version 0.36.1. This tutorial focuses on the RTGI (Real-Time Global Illumination) shader implementation for Reshade and how to get the best visual results and performance. If you meant a different build or a specific fork, tell me and I’ll adapt. With the release of version 0

Keep Ray Amount at 3 or 4 for a balanced experience. Setting this to maximum will instantly halve your frame rate for negligible visual return. Temporal Blending (Filter Quality)

: Compared to earlier builds, 0.36.1 offers "miles better" performance and light-tracing accuracy.

ReShade RTGI 0.36.1 bridges the gap between classic game design and next-generation visual technology. By fine-tuning the temporal filters and depth detection in this specific release, Pascal Gilcher provides PC enthusiasts with a highly customizable path-tracing tool. With a bit of patience during the setup phase, you can experience your favorite gaming worlds in an entirely new light. In practice, the visual effect is still impressive,

ReShade RTGI 0.36.1 stands as a testament to the advancements in real-time graphics processing. By making high-quality, cinematic visuals more accessible, gamers and developers alike can enjoy an elevated gaming experience. Whether you're a gamer looking to enhance your favorite titles or a developer interested in the technology behind these effects, ReShade RTGI 0.36.1 offers a compelling look into the future of real-time graphics.

If you just want something that works without tweaking:

Pure ray marching in screen space creates a "noisy" (grainy) image because only a few rays can be cast per pixel to maintain playable frame rates. Version 0.36.1 relies heavily on Temporal Accumulation. The shader compares the current frame with previous frames, reprojecting history buffers to align with the current camera view. This allows the shader to accumulate rays over time, effectively creating hundreds of samples per pixel over several frames, resulting in a smooth, converged image.

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Inside the RTGI folder, you will find two sub-folders: and Textures . You must copy these folders and merge them into the reshade-shaders directory located in your game's root folder.