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and normal maps to calculate how light should bounce around the scene. Diffuse Global Illumination

If you are running games at 4K or 1440p, using in-game upscalers like DLSS, FSR, or XeSS alongside RTGI 0.33 will help offset the post-processing performance hit. Conclusion

RTGI 0.3.3 offers a more accurate and efficient way to simulate global illumination in real-time. This technology allows for the creation of more lifelike environments by accurately capturing the way light interacts with the scene, including indirect lighting effects.

Let’s break down what’s new, how it works, and whether it’s worth your GPU’s sweat.

Once the shader is active, you can customize the parameters in the lower panel of the ReShade menu:

While ReShade has long been used for post-processing effects like bloom, HDR, or ambient occlusion (SSAO), RTGI v0.33 is distinct because it is a solution. It relies on the existing depth buffer and color information from the game to calculate bounces.

Video game graphics have evolved rapidly, but older titles and even some modern releases often lack advanced lighting techniques. Ray tracing has revolutionized visual fidelity by simulating how light behaves in the real world. However, hardware-level ray tracing requires specific graphics cards and developer implementation.

RTGI v0.33 isn’t the future of real-time rendering—it’s a clever hack from a brilliant modder (Marty McFly) who refused to wait for game devs to catch up. In the right game, on the right hardware, it feels like magic. In the wrong game, it’s a performance-killing noise machine.

| Setting | Recommended Value | Explanation | | :--- | :--- | :--- | | | High (or Ultra) | Lower quality halves the ray count. Stay on High for decent bounce lighting. | | Ray Length | 0.3 to 0.7 | How far the light bounces. Value 1.0 causes over-brightening in dark dungeons. | | Bounce Count | 2 | Higher values (4+) tank FPS for diminishing returns. 2 bounces is the sweet spot. | | Intensity | 0.8 to 1.2 | Global brightness of the indirect light. | | Contrast | 0.4 to 0.6 | Lower contrast makes the "glow" effect more obvious; higher retains shadows. | | Saturation | 1.0 | Leave this alone; use ReShade's Vibrance for color boosting. | | Reconstruction | High | Reduces noise. Highest setting causes ghosting; "High" is a safe bet. | | Display Depth | Disabled | Only used for debugging. |

Because RTGI 0.33 is limited to what is currently visible on your monitor (screen-space), it cannot calculate light bounces from objects behind the camera or hidden behind walls. This can lead to minor visual "popping" when you move the camera. Furthermore, as a shader-based solution, it is demanding; users often need a powerful GPU to maintain high frame rates while it is active. Legacy in the Modding Scene RTGI 0.33 paved the way for the current suite found on Marty's Mods Guides

Let’s be real: RTGI is a pig . But v0.33 is a slightly leaner pig.

While true multi-bounce ray tracing is incredibly taxing on hardware, RTGI 0.33 uses clever mathematical approximations to simulate a second light bounce. This prevents corners from looking overly dark and creates a much softer, more natural distribution of ambient light. System Requirements and Prerequisites

RTGI is a premium shader typically accessed via the Marty McFly Patreon.

Ray tracing is inherently noisy because it relies on a finite number of cast rays to calculate light paths. RTGI 0.33 includes a highly sophisticated spatial-temporal denoiser. This feature blends information from previous frames with the current frame to smooth out visual noise without creating distracting motion blur or ghosting artifacts. 4. Infinite Bounce Approximation