Reshade Rtgi 0361 ((new)) 〈90% SIMPLE〉
Ray Tracing for Every Game: Mastering ReShade RTGI 0.36.1 ReShade RTGI (Ray Traced Global Illumination)
How it works (technical overview)
- Depth + normal reconstruction: uses the game's depth buffer and normal buffer (or reconstructs normals from depth if explicit normals are unavailable).
- Ray marching in screen space: for each pixel, the effect marches along a hemisphere oriented by the surface normal to sample scene depth/color and estimate occlusion and incoming radiance.
- Bent cone / importance sampling: sampling distribution focuses on directions that matter (nearby geometry) to improve convergence.
- Temporal accumulation: history buffer blends current-frame samples with previous frames using motion vectors (if available) or reprojection heuristics to reduce noise.
- Denoising: bilateral and/or A-Trous filters applied in normal/depth/color space to remove remaining variance while keeping edges.
- Final composition: adds indirect lighting contribution to the scene, optionally clamped/saturated to avoid overbrightening, with tone mapping applied after.
This is the standout feature. It calculates light bounces, allowing colors from a bright surface (like a neon sign) to "bleed" onto surrounding objects and walls. Ambient Occlusion (AO): reshade rtgi 0361
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 Ray Tracing for Every Game: Mastering ReShade RTGI 0
Recommended Settings (Starting Point)
3. Flickering Shadows in Dense Forests
Screen space noise increases with foliage density. Depth + normal reconstruction: uses the game's depth
How to Install and Configure 0361
If you are ready to take the plunge, here is the technical roadmap:
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