is a post-processing shader injection framework. It simulates how light bounces off surfaces within a game scene.
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.
After the long period where 0.36.1 reigned as the most stable version, Pascal Gilcher released what he calls the in mid‑2025. Highlights include: Reshade Rtgi 0.36.1
RTGI 0.36.1 works with . That means:
Version 0.36.1 refined the balance between visual fidelity and performance. Key configuration parameters in this version include: is a post-processing shader injection framework
For RTGI 0.36.1, Gilcher had already studied advanced sampling techniques including , the algorithm NVIDIA uses for many dynamic light effects. He found that ReSTIR GI suffers from chroma noise, sample correlation issues, and white noise output. Instead of copying ReSTIR, Gilcher designed his own sampling method that he argued surpasses ReSTIR in quality.
The shader analyzes the 3D depth map of your current screen view. It casts virtual light rays from light sources, calculates how they hit objects, and simulates realistic light bounces, color bleeding, and ambient occlusion. What’s New in 0.36.1? In practice, the visual effect is still impressive,
: This version refined the way light "bounces." If you stand next to a red wall, the light hitting that wall will cast a subtle red tint onto your character and the floor, a feature often missing in standard game engines.
Video game graphics evolve rapidly, leaving older hardware and classic titles behind. Screen-space reflections and static lighting often look flat compared to modern ray-tracing tech.
: The final calculated lighting layer blends seamlessly over the original game frame. The Screen-Space Limitation
Once RTGI is enabled, open its parameters in the lower half of the ReShade panel to optimize your experience. 1. Ray Length