Reshade Rtgi 0361 - [top]

The ReShade 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 shader is designed to bring advanced lighting effects, typically reserved for high-end hardware with native ray tracing support, to virtually any DX9, DX10, DX11, DX12, or Vulkan game through the ReShade post-processing injector. Technical Overview

RTGI uses Screen Space Ray Tracing to simulate how light bounces off surfaces in a game world. Version 0.36.1 was part of the early "Beta" cycle, prior to the major overhauls seen in the 0.5x and 0.7x versions.

Global Illumination (GI): Simulates indirect lighting, allowing colors from one object to "bleed" onto another (e.g., a red wall casting a subtle red glow on a white floor).

Ambient Occlusion (AO): Enhances shadows in crevices and areas where objects meet, providing more depth than standard SSAO or HBAO.

Screen Space Limitation: Because it is a post-processing effect, it only "sees" what is currently rendered on your screen. It cannot calculate light from objects behind the camera or hidden behind other objects. Performance Impact

The 0.36.x branch was known for being highly demanding. While modern versions like Complete RT 1.6 claim significant performance optimizations, earlier versions could easily halve a game's framerate depending on the "Ray Amount" and "Step Amount" settings. Comparisons and Resources

Visual Comparisons: You can find side-by-side visual tests of RTGI against other shaders like CompleteRT and MSRT on YouTube.

Authenticity: Ensure you obtain these shaders from official sources. The community has faced issues with scams and bad actors attempting to resell or misrepresent these tools.

Updates: Major updates to the shader often include new sky color algorithms and improved motion estimation to reduce "ghosting" or noise. Summary Table: RTGI Features Description Compatibility Works on almost any game with a depth buffer via ReShade Primary Effect reshade rtgi 0361

Adds indirect light bounces (Global Illumination) and high-quality AO Requirements High-performance GPU; access to the game's Depth Buffer Distribution Primarily via Pascal Gilcher's Patreon (Marty's Mods) Reshade RTGI vs 'real' Ray-Traced GI

Ray Tracing for Every Game: Mastering ReShade RTGI 0.36.1 ReShade RTGI (Ray Traced Global Illumination)

is a revolutionary post-processing shader developed by Pascal Gilcher (Marty McFly) that brings advanced lighting effects to games that don't natively support them. Version 0.36.1 represents a stable, highly popular iteration of this tech, often favored for its balance of visual fidelity and performance on non-RTX hardware. What is RTGI 0.36.1? Unlike native hardware ray tracing (like in Metro Exodus ), RTGI uses screen-space path tracing

. It analyzes the depth buffer and color information already on your screen to simulate how light bounces off surfaces. Hardware Independent

: You don't need an RTX card to run it; it works on almost any modern GPU. Real-Time Global Illumination

: Adds "light bounces," allowing colors from one object to bleed onto another, creating much more realistic scenes. Immersive Ambient Occlusion

: Produces deep, physically accurate shadows in corners and crevices. How to Install RTGI 0.36.1

Since RTGI is a premium shader, you typically acquire it through Marty McFly’s Patreon How To ReShade RTGI - Install and Adjust The ReShade RTGI 0

Transforming Your Gameplay: The Power of ReShade RTGI 0.36.1

If you’ve ever looked at a classic game and wished it had the moody, dynamic lighting of a modern blockbuster, ReShade RTGI 0.36.1 is the bridge you’ve been looking for. Created by Pascal Gilcher (popularly known as Marty McFly), this Ray Traced Global Illumination (RTGI) shader allows almost any PC game to simulate sophisticated lighting effects that were once the exclusive domain of high-end, native ray-tracing titles.

Version 0.36.1 represents a critical sweet spot in the shader's history, balancing the advanced features introduced in the 0.3x branch with a level of stability that makes it a favorite for many modders. What Makes RTGI 0.36.1 Special?

Unlike native ray tracing, which requires specific hardware like NVIDIA's RTX or AMD's 6000-series cards, RTGI is hardware independent. It works by using "screen-space" data—specifically the depth buffer—to calculate how light should bounce off surfaces in your current view. Key Features of the 0.36.1 Era:

Diffuse and Specular GI: It models both the soft glow of light reflecting off matte surfaces (diffuse) and the sharper reflections on shiny objects (specular).

Farplane Optimization: This version is known for its specific "Farplane" tuning. Users often recommend setting the farplane value to 2500 for optimal results, ensuring the lighting effects extend naturally into the distance without cutting off abruptly.

Temporal Stability: Compared to earlier versions, 0.36.1 offers improved stability, meaning you'll see less of the "flickering" or noise that can sometimes plague post-processing shaders.

Sky Color Integration: It includes "Sky Color" tweaking, allowing you to fake out-of-screen luminosity to make the lighting feel more integrated with the game's atmosphere. Installation and Setup Guide Common Glitches in RTGI 0361 and How to

To get RTGI 0.36.1 running, you’ll need a standard installation of ReShade (the universal injector).

Here’s a clean, informative text block you can use for a preset description, forum post, or README for ReShade RTGI (Ray Traced Global Illumination) v0.36.1 by Pascal Gilcher (Marty McFly).


Common Glitches in RTGI 0361 and How to Fix Them

While 0361 is stable, it is not perfect. Here are three bugs you will inevitably encounter.

Tuning tips (practical)


What it is

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).


What is RTGI v0.361?

The Ray Marching Algorithm

RTGI 0.361 utilizes Screen-Space Ray Marching.

  1. Ray Generation: For every pixel, the shader casts rays based on the estimated normal and a random noise pattern (temporal noise).
  2. Step Iteration: The ray marches through the depth buffer in steps. It checks if the ray’s Z-value intersects with the geometry stored in the depth buffer.
  3. Ambient Occlusion & Color Bleeding: When a ray hits geometry, the shader calculates the distance to determine occlusion (AO). It then samples the color of the hit pixel to simulate color bleeding (global illumination).
  4. Sky Light: If a ray misses all geometry and reaches the "far plane," it registers a hit with the "sky," applying a sky color or HDR sampled color to simulate sunlight.

2. The Ambient Occlusion (AO) Factor

One of the hidden strengths of 0361 is its implementation of Ray Traced Ambient Occlusion. Standard SSAO (Screen Space Ambient Occlusion) often looks like a blurry shadow hastily drawn into corners. RTGI 0361, however, calculates shadows based on the light's actual behavior. This creates contact shadows that ground objects in the world. You will notice grass actually touching the ground, and rocks casting micro-shadows that follow the sun’s direction.

2. Light Bleeding Through Walls (Leaking)

Because RTGI is screen-space, it cannot see behind geometry. Light may leak around corners.

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