Reshade Rtgi 0361
Reshade RTGI (Real-Time Global Illumination) 0.361 is a shader/effect pack for ReShade that provides screen-space global illumination, improved ambient lighting, and indirect lighting approximation for games that lack proper GI. It simulates bounced light, soft ambient occlusion, and color bleeding using ray-traced or ray-marched screen-space techniques (RTGI here is a screen-space algorithm, not hardware ray tracing).
If you are ready to take the plunge, here is the technical roadmap:
If you want, I can:
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RTGI 0.36.1 is a specific iteration of the "Ray Traced Global Illumination" shader developed by Pascal Gilcher
(also known as Marty McFly). This post-processing shader is famous for bringing a simulated form of ray-traced lighting to games that don't natively support it, regardless of whether you have an RTX-capable graphics card. Core Functionality
Unlike hardware-native ray tracing, RTGI works at the post-processing level: Screen-Space Ray Tracing : It uses the game's depth buffer
to "trace" rays across the current screen, calculating how light should bounce off surfaces and cast soft shadows. Dynamic Lighting
: It adds "bounce lighting," allowing bright surfaces to bleed their color onto surrounding objects, which significantly increases realism in older titles. Hardware Independence
: It does not require specialized RT cores, making it compatible with a wide range of GPUs as long as the game allows ReShade to access depth data. Key Features of Version 0.36.1 and Recent Updates
While specific changelogs for minor sub-versions are often hosted on Marty's Mods Patreon reshade rtgi 0361
, the 0.36.x series focuses on refining the "iMMERSE" framework: marty's mods Mitosis (Dual Shaders)
: Recent iterations have split RTGI into separate diffuse and specular shaders to improve stability, maintainability, and per-pixel performance. Motion Vector Integration
: Version 0.33 and beyond utilize motion vectors for better temporal denoising, which reduces the "ghosting" or "shimmering" artifacts common in earlier screen-space effects. Spectral Rendering
: Newer builds handle light transport in a "spectrally aware" manner, preventing the oversaturation and hue shifts (like orange lights turning red) that plagued older RGB-based GI solutions. Enhanced Denoising
: The shader includes sophisticated filters to smooth out the "noise" created by the ray-casting process without blurring the underlying game textures. Performance and Setup
: Even as a post-process effect, RTGI is demanding. Users often report a 15-25% drop in frame rates depending on the number of "rays" and "steps" configured. Configuration
: To get the best look, users must calibrate the "display depth" within
to ensure the shader "sees" the game world correctly. Incorrect depth settings can cause the lighting to look like a flat overlay.
: While older versions may be available in public repositories, the latest and most stable builds (including 0.36.1) are typically reserved for beta testers on Marty's Mods Patreon Portal Reshade RTGI - The Working Class' RTX Portal Dec 22, 2565 BE —
Since version 0.36.1 represents a specific point in the development of Pascal Gilcher’s (Marty McFly) RTGI shader, a paper on this topic would typically explore the technical intersection of screen-space ray marching and global illumination within a post-processing framework. Reshade RTGI (Real-Time Global Illumination) 0
Here is a structured overview of what a technical paper for ReShade RTGI 0.36.1 would cover. Technical Overview: ReShade RTGI v0.36.1
Title: Path-Traced Screen-Space Global Illumination (SSGI) in Generic Post-Processing InjectorsAuthor Reference: Based on the work of Pascal Gilcher (Marty's Mods) 1. Abstract
This paper analyzes the implementation of a path-tracing heuristic within a post-processing environment. Unlike native ray tracing, which utilizes full scene geometry, ReShade RTGI 0.36.1 leverages the linear depth buffer and color buffer to approximate indirect lighting. It details the transition toward higher temporal stability and better motion vector integration seen in the 0.3x version cycle. 2. Core Methodology: Ray Marching vs. Ray Tracing
Because ReShade does not have access to the game’s 3D engine geometry, it uses Ray Marching.
Depth Buffer Sampling: The shader casts rays from the camera through each pixel.
Intersection Testing: Rays "march" through the depth buffer to find where they hit visible surfaces.
Data Limits: Since it only sees what is on screen, objects behind the camera or occluded by other objects do not contribute to the lighting (the "Screen Space" limitation). 3. Key Enhancements in Version 0.36.x
Version 0.36.1 focused heavily on accuracy and performance optimization compared to early 0.1x builds.
Temporal Stability: Improved filters to reduce "ghosting" (trails behind moving objects).
Sky Lighting: Introduction of "Sky Color" parameters to fake light coming from off-screen sources. If you are ready to take the plunge,
Z-Thickness Logic: Refined algorithms to estimate how "thick" an object is, preventing light from leaking through thin walls or character limbs. 4. Performance Impact
Implementing RTGI in screen space is computationally expensive.
Frame Rate: Activation often results in a 30-50% performance hit depending on resolution and ray count.
Hardware: While it is "hardware independent" (works on non-RTX cards), it requires a modern GPU to maintain playable framerates. Comparison: RTGI vs. Standard Lighting Standard SSAO ReShade RTGI Native Ray Tracing Light Bounces None (Shading only) Single/Multiple Bounces Infinite Bounces Color Bleeding Yes (Color transfer) Data Source Screen Depth Screen Depth + Color Full 3D Mesh Hardware Req. Moderate/High DXR-compatible GPU Summary of Best Practices
If you are looking to optimize version 0.36.1, the community generally suggests:
Disable In-Game AA: Anti-aliasing can blur the depth buffer, breaking the ray tracing.
Check Depth Access: Use the DisplayDepth shader first to ensure ReShade can "see" your game's depth map.
Use Launchpad: Position the Launchpad shader above RTGI to provide better motion vectors and data pre-processing. If you'd like, I can help you:
Write a specific section (like the Introduction or Conclusion) Create a setup guide for a specific game Explain the math behind the ray marching algorithm Let me know how you want to expand this paper! ReShade | RTGI v0.20 Walkthrough