RTGI (Ray Traced Global Illumination) 0.33 shader, developed by Marty McFly (Pascal Gilcher)
, is a major update that introduced significant features like motion vectors
to improve the visual stability and quality of simulated ray tracing in games. This version was typically paired with ReShade 5.3 Key Features & Enhancements Motion Vectors
: Added in version 0.33 to help the shader track pixels across frames, reducing ghosting and improving temporal stability. Dynamic Lighting
: RTGI physically simulates how light bounces off surfaces, providing dynamic ambient occlusion
and diffuse lighting to games that lack native ray tracing support. Performance vs. Quality
: The "amount of rays" and "amount of steps per ray" are the most impactful settings on frame rate. Accessibility : While the latest versions are usually behind a Patreon beta tester membership
($5), users often access the specific files and community support through dedicated Discord channels Core Setup & Optimization Depth Buffer Calibration
: Crucial for the shader to "see" the 3D space. Users must enable DisplayDepth
in the ReShade menu and ensure they see a proper grayscale representation of the scene before enabling RTGI. Installation
: Downloaded RTGI folders (Shaders and Textures) must be dropped into the reshade-shaders subfolder within the game's executable directory. Key Settings to Tweak Ray Length : Controls how far light bounces reach. Fade-out Range : Smooths the transition where the effect stops rendering. Z-Thickness
: Essential for preventing light from "leaking" through thin walls. Performance Considerations ReShade 5.3 and RTGI 0.33 Update | August 2022
The phrase “Reshade Ray Tracing shader RTGI 0.33” refers to a specific, older version of a popular screen-space ray tracing effect for ReShade.
Here’s a breakdown of what each part means:
ReShade: A generic post-processing injector for games. It allows you to add graphical effects (like ambient occlusion, depth of field, color grading, and “fake” ray tracing) on top of a running game without modifying its original files.
Ray Tracing shader: In this context, it’s not hardware-accelerated ray tracing (like NVIDIA RTX or AMD’s ray tracing). Instead, it’s a screen-space effect that traces rays using the game’s depth buffer and color data to compute lighting, reflections, and ambient occlusion.
RTGI: Stands for Ray Traced Global Illumination. This is the specific shader made by developer Pascal “Marty McFly” Gilcher. It bounces light in screen space to simulate indirect lighting, making shadows and colors look more natural.
0.33: This is the version number. Version 0.33 was released in early 2020. It was a significant release because it introduced major improvements over 0.32:
Important notes about this specific version (0.33):
RESHADE_DEPTH_INPUT_IS_REVERSED or RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN flag in ReShade’s settings for it to work correctly.If you have a file named like that (e.g., RTGI.fx with version 0.33), you can use it with ReShade 4.9.1 or older. Newer ReShade versions (5.0+) may have compatibility issues with that old shader code.
Would you like help installing and configuring RTGI 0.33, or are you looking for the newer version instead? Reshade Ray Tracing shader RTGI 0.33
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18;write_to_target_document1a;_fonuaYbjLYWFkdUP-8C96AM_20;56; 0;10c2;0;9ea;
Motion vectors are the standout "deep feature" introduced in RTGI 0.33, fundamentally changing how the shader handles temporal stability and ghosting. 0;16;
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While earlier versions relied on simple screen-space depth data, RTGI 0.33 (released alongside ReShade 5.3) leverages motion vectors to track how pixels move from frame to frame. This specific update makes the ray-traced lighting significantly more "solid" in motion, reducing the blurry trails or "ghosting" artifacts common in previous post-process ray tracing. 18;write_to_target_document7;default0;4c0;18;write_to_target_document1a;_fonuaYbjLYWFkdUP-8C96AM_20;16; 0;92;0;a3; 0;baf;0;654; Core Technical Features of RTGI 0.33 0;16; 0;4f8;0;462;
Motion Vector Integration: Uses game data to re-project lighting information between frames, ensuring the global illumination (GI) stays pinned to surfaces even during fast camera movement.
Enhanced Temporal Stability:0;53c; By tracking movement, the shader minimizes the flickering and "noise" that typically occurs when calculating light bounces in real-time.
Hardware Independence: Like previous versions, it performs software-based ray tracing using the depth buffer, meaning it works on non-RTX cards (AMD, older Nvidia, etc.).
Diffuse & Specular GI:0;837; Simultaneously calculates soft light bounces (diffuse) and sharper reflections (specular) to bridge the gap between old game engines and modern lighting. 18;write_to_target_document7;default0;4c0;18;write_to_target_document1a;_fonuaYbjLYWFkdUP-8C96AM_20;2a; Performance vs. Quality Trade-offs 0;16;
Because RTGI 0.33 is a "deep" shader that essentially recalculates light for the entire screen, it is very demanding. You will likely see: 0;16;
FPS Impact: Often cuts frame rates by roughly 50% depending on the game and preset.
Requirement for Stable Depth:0;ac3; It requires a game with a stable depth buffer (usually disabled in online games to prevent cheating).
Anti-Aliasing Conflicts: In many games, you must disable in-game SMAA/MSAA for the shader's depth-based calculations to work correctly. 18;write_to_target_document7;default0;4c0;18;write_to_target_document1a;_fonuaYbjLYWFkdUP-8C96AM_20;2a;
Are you looking to install this for a specific game, or do you need help tuning the settings to fix ghosting or halos? 0;16;
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18;write_to_target_document1b;_fonuaYbjLYWFkdUP-8C96AM_100;57; 0;a6a;0;5e9; 0;28c5;0;36ea; ReShade 5.3 and RTGI 0.33 Update | August 2022
The ReShade RTGI 0.33 update, released by Pascal Gilcher (Marty McFly) in August 2022, serves as a significant technical bridge between standard screen-space effects and full ray tracing. Technical Summary
The RTGI (Ray Traced Global Illumination) shader is a post-processing tool that adds dynamic, realistic lighting to games by simulating the way light bounces off surfaces. Version 0.33 was a major milestone, appearing after an 18-month development gap. Key Features in v0.33 RTGI (Ray Traced Global Illumination) 0
Motion Vectors Support: This addition significantly improves temporal stability, reducing the flickering or "ghosting" artifacts often seen in moving scenes.
Diffuse and Specular GI: RTGI accurately models both diffuse (soft, matte) and specular (shiny, reflective) global illumination.
Hardware Independence: Unlike official RTX implementations, RTGI works on non-RTX video cards, including older GTX series (10xx and 16xx), because it operates using depth data rather than dedicated ray-tracing hardware.
Compatibility: It supports nearly all modern APIs, including DirectX 9, 10, 11, 12, OpenGL, and Vulkan. Performance Impact
Ray tracing, even when emulated through ReShade, is highly demanding:
Frame Rate Cost: Users often report significant performance hits. For example, a GTX 1080 Ti may see frame rates drop from ~110 FPS to ~70 FPS when RTGI is active.
Optimization: You can mitigate the performance cost by enabling "half-resolution" settings within the RTGI menu or decreasing the "ray amount". Installation Requirements ReShade Tutorial | How to use the RTGI Shader (0.25+)
This essay explores the technical achievement and visual impact of the ReShade RTGI (Ray Traced Global Illumination) shader, specifically focusing on the advancements seen in version 0.33. The Evolution of Post-Process Lighting: ReShade RTGI 0.33
For decades, real-time lighting in video games relied on "pre-baked" maps and simplified screen-space effects that often failed to capture the nuances of light bounce and color bleeding. The introduction of the ReShade RTGI shader by Pascal Gilcher (Marty Stratton) fundamentally changed the landscape for enthusiast "modders," bringing sophisticated ray-tracing techniques to games that never natively supported them. Version 0.33 represents a significant milestone in this journey, refining the balance between visual fidelity and hardware performance. The Technical Foundation
At its core, RTGI (Ray Traced Global Illumination) works by utilizing the "depth buffer" of a game to simulate how light rays interact with the visible environment. Unlike traditional Screen Space Ambient Occlusion (SSAO), which merely adds contact shadows, RTGI calculates how light bounces off surfaces. This means a red rug in a game will naturally "bleed" its color onto the bottom of a nearby white wall—a phenomenon known as indirect lighting. Key Improvements in Version 0.33
The 0.33 update focused on addressing the two primary hurdles of post-process ray tracing: noise and performance.
Advanced Denoising: Ray tracing is inherently "noisy" because it is impossible to calculate an infinite number of rays in real-time. Version 0.33 introduced a more robust temporal denoiser that uses information from previous frames to smooth out the graininess without causing the "ghosting" effects seen in earlier iterations.
Feature Completeness: This version solidified the shader's ability to handle complex light sources, allowing it to interpret game-world UI or glowing objects as emissive light sources that contribute to the global scene illumination.
Accessibility: While native RTX implementations require specific hardware, the RTGI shader is largely hardware-agnostic, running on both NVIDIA and AMD cards, provided the user has sufficient raw processing power. The Visual Impact
The result is a transformative experience for older titles. Games like Skyrim or The Witcher 3 gain a sense of physical "grounding" that was previously impossible. Objects no longer look like they are floating; they feel integrated into the atmosphere. The 0.33 update specifically helped in making these transitions look natural, moving away from the overly dark, "crushed" shadows of early ray-tracing mods toward a more balanced, cinematic look. Conclusion
The ReShade RTGI 0.33 shader is more than just a graphical "tweak." It represents a bridge between generational gaps in gaming technology. By democratizing global illumination, it allows players to revitalize their favorite classics with modern lighting techniques, proving that the longevity of a game’s visuals is limited only by the creativity of its community.
The Reshade Ray Tracing Global Illumination (RTGI) shader, specifically version 0.33, represents a landmark in post-processing technology. Developed by Pascal Gilcher (Marty McFly), this shader bypasses the need for native hardware support or engine-level integration to bring sophisticated lighting techniques to older and non-native titles. The Mechanics of Screen-Space Ray Tracing
Unlike "true" hardware ray tracing (DHRT) found in modern GPUs, RTGI 0.33 operates in Screen Space. It utilizes the game’s depth buffer to calculate how light bounces off visible geometry. Version 0.33 introduced significant optimizations in how these "rays" are cast and denoised, allowing for realistic light "bleeding"—where a red carpet subtly reflects a warm glow onto a nearby white wall. Key Innovations in Version 0.33
Improved Denoising: One of the greatest hurdles in real-time ray tracing is "noise" or graininess. RTGI 0.33 refined the temporal filters, ensuring that lighting remains stable even during fast camera movement.
Infinite Bounces (Approximated): While calculating infinite light bounces is computationally impossible for a post-process shader, 0.33 uses clever math to simulate secondary and tertiary bounces, creating deep, natural shadows in corners (Ambient Occlusion) that standard shaders miss. ReShade: A generic post-processing injector for games
Material Awareness: This version improved how the shader interacts with different surface types, allowing for a better distinction between matte and glossy surfaces, which prevents the "plastic" look common in earlier versions. Impact on the Gaming Community
The primary appeal of RTGI 0.33 is its universality. It allows players to "remaster" classic titles like Skyrim, Batman: Arkham City, or The Witcher 3 with lighting that rivals modern releases. Because it is an injector-based tool, it provides a bridge for gamers who have capable GPUs but play titles that were developed before the ray-tracing era. Limitations and Conclusion
Despite its brilliance, RTGI 0.33 is limited by what the camera can see. Since it relies on screen-space data, light sources or objects behind the player’s field of view do not contribute to the scene’s lighting. Furthermore, it carries a significant performance cost, often requiring high-end hardware to maintain a fluid frame rate.
Ultimately, RTGI 0.33 is more than just a visual mod; it is a testament to the power of community-driven software, proving that sophisticated lighting physics can be democratized and applied to the vast library of gaming history.
Title: Illuminating the Shadows: An Informative Review of ReShade Ray Tracing Shader RTGI 0.33
Introduction For years, PC gamers have sought ways to bridge the gap between traditional rasterization and modern hardware-accelerated ray tracing. While Nvidia’s RTX and AMD’s Radeon Rays have pushed the industry forward, not every game supports these features, and performance costs can be steep. Enter Pascal Gilcher’s RTGI (Ray Traced Global Illumination) shader for ReShade. Specifically, version 0.33 represents a significant milestone in the accessibility of software-based ray tracing. This review examines the technical capabilities, visual impact, and performance implications of RTGI 0.33.
What is RTGI? RTGI is a post-processing shader that simulates Global Illumination (GI) in real-time. Unlike native ray tracing implemented in a game engine (which traces rays during the geometry rendering phase), RTGI works with the final image (color, depth, and normals) generated by the game. It calculates how light bounces off surfaces and into shadowed areas, effectively eliminating the "flat" look of games that rely solely on static lighting or simple dynamic shadows.
Key Features of Version 0.33 Version 0.33 is not just a minor update; it refines the core architecture of the shader significantly.
Visual Impact: The "Wow" Factor The primary selling point of RTGI is the dramatic shift in atmosphere.
Performance Analysis It is crucial to manage expectations regarding performance. RTGI is computationally expensive because it runs on the GPU's generic compute shaders, rather than dedicated RT cores.
Limitations and Drawbacks While impressive, RTGI 0.33 is not magic; it has inherent limitations due to being a screen-space effect.
Verdict RTGI 0.33 is arguably the single most transformative shader available in the ReShade ecosystem. It takes games that look dated or "flat" and injects them with a modern, high-fidelity lighting engine.
While it is not a replacement for native hardware ray tracing—due to screen-space limitations and a heavy performance tax—it serves as an incredible tool for breathing new life into older titles or enhancing games that lack advanced lighting.
For gamers with headroom on their GPU who prioritize visual immersion over raw framerates, RTGI 0.33 is an essential addition to the modding toolkit. It proves that lighting is the foundation of visual realism, and with this shader, that foundation is stronger than ever.
Score: 9/10 (Deducted points strictly for the high performance cost and UI setup requirements).
I’ve written this for a typical PC gaming/graphics enthusiast blog — informative, slightly technical, but not overly academic.
Why not version 0.34 or 0.40? Community consensus holds that RTGI 0.33 strikes the perfect balance between visual accuracy and performance.
Marty McFly has since moved on to RTGI 0.50+ (currently in Patreon beta) which uses "ReSTIR GI" — similar to what NVIDIA uses in its developer SDKs. Furthermore, Reshade 6.0 now includes a native "Depth3D+" system that conflicts with older RTGI builds.
Does that kill RTGI 0.33? No. In the modding community, stability beats features. Because 0.33 is "finished" (no more updates), it will never break your game due to a Reshade update. It is the archival gold standard. For games built on the Creation Engine (Skyrim, Fallout 4) or Unreal Engine 3 (BioShock, Arkham Asylum), 0.33 remains the easiest, most crash-free path to ray traced illumination.
The most exciting feature for power users in 0.33 is the Multi-Pass capability. You can now run two instances of RTGI in a single preset:
When blended together, the result looks indistinguishable from native engine Ray Tracing, but running on hardware that is five years old.