Reshade Rtgi 0361 Extra Quality
This version is part of the qUINT suite by Marty McFly (Pascal Gilcher). It is a screen-space ray-traced global illumination injector that adds realistic light bouncing to games that do not natively support ray tracing.
Practical tuning examples
- High-end rig (RTX 4080 / RX 7900 XT, 1440p):
- Samples: default Extra Quality or slightly reduced (–10–20%).
- Ray length: default.
- Denoiser: high quality.
- Expect ~20–30% fps hit.
- Mid-range rig (RTX 3060 / RX 6700 XT, 1080p):
- Samples: –25–40%.
- Ray length: –10–20%.
- Use temporal accumulation and medium denoiser.
- Expect ~40–60% fps hit; consider upscaling.
- Low-end rig:
- Use standard/medium RTGI presets instead; Extra Quality likely impractical.
Key configuration tweaks (to balance quality vs performance)
- Samples: decrease sample count to reduce noise and GPU cost (common knobs: PrimarySamples, SecondarySamples).
- Ray length: shorter ray lengths reduce bounce distance and cost but may limit color bleeding and far-field illumination.
- Denoiser: enable faster denoiser or lower denoising radius to save cycles; higher denoiser settings improve stability at low sample counts.
- Resolution scaling: run RTGI at a slightly lower internal resolution (e.g., 0.9–0.75) if supported by preset to regain fps.
- Temporal accumulation: increase accumulation frames to reduce noise over time—improves quality for moving camera scenes but can cause ghosting if too high.
- Ambient occlusion strength: reduce if scene looks too dark or flattened.
- Blend/mix: adjust global intensity or blend with original lighting for a subtler effect.
4. Recommended Settings for Extra Quality (v0.361)
In the ReShade in-game menu, under RTGI.fx:
Benchmarks: Performance Cost
How heavy is 0361 Extra Quality compared to standard RTGI? Testing was done on an RTX 3060 at 1440p in Red Dead Redemption 2.
| Setting | FPS (Avg) | Visual Noise | | :--- | :--- | :--- | | No ReShade | 75 FPS | N/A | | RTGI 0361 (Standard) | 62 FPS | Moderate grain | | RTGI 0361 Extra Quality | 51 FPS | Almost zero grain | | RTGI (New Paid v5) | 48 FPS | Zero grain | reshade rtgi 0361 extra quality
Verdict: You lose roughly 15 FPS compared to the standard version but gain image stability that rivals the paid version.
Recommended baseline settings
- Resolution: native game resolution.
- Fullscreen mode: borderless or exclusive fullscreen as preferred (test both for best performance).
- In-game lighting/FOV/settings: keep default lighting; RTGI modifies post-process—changing in-game light intensity may require RTGI tweak.
- ReShade chain order: ensure RTGI is placed after depth-dependent effects and before color grading/tonemapping.
The "Extra Quality" Configuration Settings
To utilize the Extra Quality moniker, you cannot leave the settings on default. Here is the optimal performance-to-quality preset.
Press Home > qUINT_rtgi settings.
10. Limitations of v0.361 Extra Quality
- No Temporal Upscaling support – if you use DLSS/FSR 2.0, RTGI rays will lag one frame behind. Use DLSS 1.0 or NIS instead.
- No transparent materials – glass, water, and fire effects will not emit bounce light.
- No sunlight as ray source – only direct lighting from emissive textures and screen-space light sources. For true sun GI, pair with MXAO (Ambient Occlusion).
- High VRAM overhead – on 4GB cards, can cause texture pop-in.
Troubleshooting Common Issues
Even with "Extra Quality," version 0361 has quirks.
Issue 1: The screen is completely black.
- Fix: This is a depth buffer issue. Go to ReShade Settings > "Add-ons" tab > Select RTGI > Change "Depth Buffer Copy" to "Explicit" or "Auto."
Issue 2: Light leaks through walls.
- Fix: Lower the "Ray Length" to 0.20. The 0361 algorithm struggles with thin geometry.
Issue 3: Ghosting trails behind characters.
- Fix: Lower "Temporal Accumulation" to 0.85. The "Extra Quality" build over-accumulates motion vectors in fast-paced games.
Issue 4: Performance is worse than expected (Below 30 FPS).
- Fix: Drop "Bounce Count" to 1. Also, ensure your resolution scale in ReShade (under Settings > Performance Mode) is set to "Half" rather than "Full."