This version is often paired with ReShade 4.9 or similar versions from that period to ensure stability.
RTGI is a ReShade shader that allows for screen-space ray-traced global illumination in real-time. Unlike traditional baking techniques or screen-space ambient occlusion (SSAO), which often look "painted on" or disconnected from the scene, RTGI simulates how light bounces off surfaces, producing realistic shadowing, color bleeding, and indirect lighting.
: Refined the ray-tracing loop to reduce the GPU overhead, specifically for users running higher resolutions.
To configure RTGI 0.17.0.2 or any subsequent version, your ReShade setup must have access to your game’s depth information. rtgi 0.17.0.2 release
: It can be forced onto almost any game running DX9, DX11, DX12, or OpenGL.
, addressing light flickering issues, and improving temporal stability. Common Issues:
The RTGI 0.17.0.2 release has significant implications for various industries, including: This version is often paired with ReShade 4
It still fails in some UE5 titles ( Remnant 2 , Immortals of Aveum ) because those engines use a custom, inverted, or pre-tonemapped depth buffer. You’ll need to manually edit the RTGI.fx constants or use a third-party depth buffer unlocker.
, this release focused on refining the "next-gen" ray tracing experience for PC games. Based on the common structure of his release notes, a typical post for this version includes: Download Link : A direct link to the ReShade GI Beta 0.17.0.2.zip file for Patreon members. Performance Improvements
Set around 0.85 . If you notice shadows taking a second to "catch up" when you move the camera, lower this slightly. If you notice noise, raise it. : Refined the ray-tracing loop to reduce the
Since its early days as a patreon-only prototype, Pascal Gilcher’s (often simply called "the Ray Tracing shader") has held a unique place in PC gaming. It’s not path tracing , nor is it hardware-accelerated like NVIDIA’s RTX. Instead, it’s a clever, screen-space, depth- and normal-buffer-driven ray marching solution that injects a form of realistic light bounces into almost any DirectX 9–12 or Vulkan game. The result? Flat, last-gen lighting gains soft ambient occlusion, color bleeding, and a tangible sense of volume.
RTGI stands for Ray Traced Global Illumination. Unlike screen-space ambient occlusion (SSAO) or horizon-based ambient occlusion (HBAO), which only look at the pixels visible on your screen to create flat shadows, RTGI simulates physical light transport.
Are you aiming for or maximum visual quality ?