Because it is a ReShade shader, RTGI 0.36.1 is limited by . It only knows about what is currently visible on your screen.
Best for taking screenshots. It heavily impacts FPS. 2. Ray Length Determines how far a light ray can travel before stopping.
: It can be injected into almost any 3D game that supports ReShade and provides depth buffer access. Performance & Limitations ReShade RTGI | Ray Traced Global Illumination
To use RTGI 0.36.1 effectively, your setup must meet these criteria: ReShade Installed Reshade Rtgi 0.36.1
Because RTGI calculates lighting in real time, it is highly demanding. While you do not strictly need an NVIDIA RTX or AMD RX Ray Tracing card, a capable GPU is required. NVIDIA GTX 1070 / AMD RX 580 Recommended GPU: NVIDIA RTX 3060 / AMD RX 6700 XT or higher
Best for gameplay. It offers 80% of the visual quality at a fraction of the performance cost.
The Ultimate Guide to ReShade RTGI 0.36.1: Transforming Your PC Games with Screen-Space Ray Tracing Because it is a ReShade shader, RTGI 0
RTGI is a demanding shader that alters the rendering pipeline post-frame. Players should expect a performance hit depending on their resolution and quality configurations: Quality Preset Estimated FPS Cost Ideal Hardware Target 10% – 15% Entry-level GPUs (GTX 1660 / RX 580) High 20% – 30% Mid-range GPUs (RTX 3060 / RX 6700 XT) Very High / Ultra High-end GPUs (RTX 4070+ / RX 7800 XT+) Installation and Setup Guide
If lighting appears upside down, toggle the RESHADE_DEPTH_IS_REVERSED or RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN settings in the Global Preprocessor Definitions.
The result is dramatically improved ambient occlusion, color bleeding (e.g., a red wall subtly tinting a white floor), and softer, more natural shadow fill. It heavily impacts FPS
into your game’s executable ( .exe ).
Light bounces realistically off colored surfaces, casting a subtle tint onto nearby objects.
and global illumination to almost any 3D game. Unlike native implementations, it operates as a post-process effect by analyzing the game's depth buffer and frame color to simulate light bounces. 2. Core Methodology: Screen-Space Ray Tracing Depth-Based Simulation