Video game graphics have evolved exponentially, but older titles and even some modern releases often lack the depth provided by realistic lighting. While hardware-native ray tracing (DXR) requires specific graphics cards and developer implementation, the PC gaming community has a powerful alternative. Created by Pascal Gilcher (widely known as Marty McFly), the , formally known as RTGI (Ray Traced Global Illumination) , brings screen-space ray-traced lighting, ambient occlusion, and bounce light to almost any 3D game.
Adjusts how intensely colors bleed onto neighboring objects. If a red carpet is making a white wall look aggressively pink, turn the saturation down slightly to achieve a more natural blend. Temporal Blending (Denoise)
Once in-game, hit the Home key to open the ReShade overlay. This is where the magic happens. Reshade Ray Tracing shader RTGI 0.33
A upgraded temporal filter blends frames smoothly to eliminate the "grainy" look of earlier versions. Installation Requirements
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: Higher values reduce "noise" but significantly impact FPS.
RTGI vastly outperforms simplified lighting approximations like SSAO, HBAO+, or SSDO. Instead of simple "grunge" shadows in corners, RTGI provides a faithful simulation of light transport, creating realistic diffuse shadows and complex light bouncing that traditional methods cannot match. The shader uses Monte Carlo integration—essentially taking stochastic "samples" of random light paths to lower the error (noise) in the final image. Adjusts how intensely colors bleed onto neighboring objects
The shader requires a "clean" depth buffer. If a game has a flickering UI or uses certain anti-aliasing techniques that obscure depth data, the effect may break or "bleed" through menus.
Standard game graphics often rely on "Screen Space Ambient Occlusion" (SSAO) or pre-baked lighting to approximate shadows. RTGI goes a step further by using a form of path tracing. It sends out virtual rays from the camera into the game's scene, using depth information to calculate how light would interact with the environment. This process adds fully dynamic, immersive, and realistic lighting to your games, bridging the gap between offline rendered images and real-time solutions.
Controls how many rays are cast per pixel. Set to 3 or 4 for gameplay; reserve 7 or 8 exclusively for screenshot photography.