rtgi 0.17.0.2

Rtgi 0.17.0.2 【Tested & Working】

: Keep in mind that ReShade disables depth buffer access automatically in multiplayer competitive games to prevent wall-hacking exploits.

Pascal Gilcher. The shader is primarily distributed through his Pascal Gilcher Patreon .

Released in early 2020, version 0.17.0.2 was described by Gilcher as "Exciting RTGI news!" It solved a fundamental challenge: balancing fine details with large-scale lighting effects. The update featured two significant improvements to the ray intersector, resulting in more detailed and physically accurate lighting. Light leaking was also fixed, and the update included performance optimizations that gave users "headroom for other shenanigans where one can trade performance for quality." rtgi 0.17.0.2

[ Game Engine ] ──> Generates Frame Buffer & Depth Buffer │ ▼ [ ReShade Software Injector ] │ ▼ [ qUINT_rtgi.fx (Version 0.17.0.2) ] │ ┌─────────────────────┴─────────────────────┐ ▼ ▼ [ Ray Casting Loop ] [ Z-Thickness Logic ] Casts rays across depth buffer Guesstimate geometry mass pixels to detect obstructions behind screen-space walls │ │ └─────────────────────┬─────────────────────┘ ▼ [ Spatial Filter ] Smoothes out noise & grain │ ▼ [ Final Composite ] Blends bounce light over frame Any ray tracing/path tracing shaders out there? : r/ReShade

Among the most celebrated effects in the ReShade ecosystem is the (RTGI) shader, developed by the renowned rendering engineer Pascal Gilcher, also known online as "Marty McFly". Before RTGI, realistic global illumination was a feature reserved for offline rendering or expensive, high-end hardware implementations. Gilcher's RTGI demystified this technology, using screen-space data to approximate complex light behavior. : Keep in mind that ReShade disables depth

that introduces screen-space ray-traced indirect lighting to games, often used to create photorealistic effects in titles like GTA V. It is a paid shader, typically accessed via Marty McFly's Patreon Here is a guide based on common usage of this version: 1. Installation & Requirements ReShade Version:

This version relies on a voxel-based approach for indirect lighting calculations, distinct from earlier pure screen-space methods. Released in early 2020, version 0

The quest for photorealism in video games has long been hindered by the limitations of traditional rasterization. While techniques like screen-space ambient occlusion (SSAO) have helped bridge the gap, they often fail to simulate true global illumination (GI)—the way light bounces off surfaces and illuminates scenes in real life. , developed by Pascal Gilcher, has revolutionized this space.

This version focuses on refining the "screen-space" ray tracing method, which uses the game's depth buffer to calculate where light should go.

If your game natively supports upscale technologies like Nvidia DLSS or AMD FSR, enable them. Running RTGI at a lower internal resolution via upscaling vastly improves frame rates. Final Verdict: Is It Worth It?

We use cookies to enable essential services and functionality on our site, enhance your user experience, provide better service through personalized content, collect data on how visitors interact with our site, and enable advertising services.

To accept the use of cookies and continue on to the site, click "I Agree." For more information about our use of cookies and how to opt out, please refer to our website privacy policy.