RTGI is a premium shader available via Pascal Gilcher's Patreon. Once downloaded, extract the Shaders and Textures folders from the RTGI 0.36.1 archive directly into your game's main directory where the executable ( .exe ) resides. 3. Configure the Depth Buffer
ReShade RTGI 0.36.1 is a screen-space ray tracing shader created by Pascal Gilcher (McFlyPG). It injects path-traced global illumination into older and modern PC games without native ray tracing support. Version 0.36.1 introduces critical performance optimizations, better temporal stability, and refined filtering algorithms. Core Technical Features of RTGI 0.36.1 Path-Traced Global Illumination (GI)
Unlike hardware-accelerated ray tracing (found in RTX cards), RTGI is "screen-space". It only calculates lighting for objects currently visible on your screen, meaning it cannot account for light sources or objects behind the camera or off-screen.
Disable the game's native Ambient Occlusion (SSAO/HBAO) to free up resources and avoid double-darkened shadows. reshade rtgi 0361
Take Silent Hill 2 (original) or Vampire: The Masquerade – Bloodlines . These games use baked, static lighting. When you inject RTGI 0.3.6.1, the shader overrides the static shadows with dynamic bounce light. Suddenly, a dark corner in an apartment isn't just black—it is softly illuminated by the blue light from the window bouncing off the floor. The shader introduces "indirect lighting" where none existed.
Implementing RTGI in screen space is computationally expensive.
Setting up RTGI 0.36.1 requires a foundational ReShade installation. Follow these steps to get started: RTGI is a premium shader available via Pascal
: Version 0.33 and beyond utilize motion vectors for better temporal denoising, which reduces the "ghosting" or "shimmering" artifacts common in earlier screen-space effects. Spectral Rendering
While RTGI 0.36.1 is incredibly versatile, users should be aware of a few structural limitations:
The shader calculates where geometry meets (such as corners, cracks, and crevices) and applies realistic, soft contact shadows. Configure the Depth Buffer ReShade RTGI 0
Unlike older versions that focused entirely on diffuse light, 0.36.1 tracks shiny or semi-reflective surfaces. It calculates how light highlights shift as the camera pans, providing glossy plastics, damp mud, or polished metal with realistic sheen and contrast. So I recently got RTGI from pascal glicher : r/ReShade
. It analyzes the depth buffer and color information already on your screen to simulate how light bounces off surfaces. Hardware Independent
Installing RTGI can seem daunting, but it's a straightforward process. Here is a consolidated, step-by-step guide based on common instructions found for 0.36.1 across many games.