Reshade Rtgi 0.36.1 đź’«
Reshade RTGI 0.36.1 (Ray Traced Global Illumination) is a highly sought-after shader developed by Pascal Gilcher (Marty McFly). It brings real-time ray-traced lighting, shadows, and reflections to almost any DX9, DX11, DX12, or Vulkan title, drastically improving visual fidelity without requiring native engine support. Key Features of RTGI 0.36.1 Next-Gen Lighting
Step-by-Step Installation Guide
Installing RTGI 0.36.1 is more involved than a modern ReShade preset. You need the specific shader files, which are often hosted on the ReShade forum or the author’s Patreon (the free version is usually available after a delay). Reshade Rtgi 0.36.1
- Custom passes: you can chain RTGI with other Reshade shaders (e.g., SSR, AO, Bloom). Order matters: run RTGI before bloom and after primary tonemapping depends on desired look—commonly run RTGI early enough to affect lighting but after the main scene pass.
- LUTs & Color grading: apply final LUT after RTGI combine pass so GI contribution is color-corrected consistently.
- Multiply with ambient occlusion: combine AO and RTGI carefully—AO is darkening contact shadows while RTGI adds indirect light; stacking both with excessive strength can over-darken.
- Scripted presets: create separate presets for gameplay vs screenshots, switching RTGI parameters or disabling it automatically.
- Use AI upscalers (DLSS/FSR) for full game to offset RTGI cost; alternatively, run RTGI at lower resolution and upscale it.
Adjust the Ray Length and Amount sliders to balance visual quality with performance impact. Common Troubleshooting Reshade RTGI 0
ReShade RTGI version 0.36.1, developed by Pascal Gilcher, transitioned into the iMMERSE Pro suite in early 2024, focusing on performance optimizations and improved denoising. This update enhanced temporal filtering to reduce ghosting and introduced simplified modes for better performance on mid-range hardware. For more details, visit Marty's Mods #iMMERSE faq – @pictureamoebae on Tumblr Custom passes: you can chain RTGI with other
- Basic integration with a game (step-by-step)
Best Practices for Different Game Genres
First-person games (Fallout 4, Bioshock, Dishonored)
- Use Radius: 0.5 – 0.7 to keep lighting local.
- Set Temporal Amount: 0.8 – reduces noise without heavy ghosting when turning quickly.
- Pair with MXAO (Medium preset) to fill in fine crevices.
Conclusion
RTGI (Ray Traced Global Illumination) is a post-processing shader that adds dynamic, realistic lighting to games by simulating how light bounches off surfaces. Unlike native RTX, it uses Screen Space Ray Tracing. It relies on the game’s "depth buffer" to understand the 3D layout of a scene and calculate indirect lighting and ambient occlusion. Key Features in Version 0.36.1
