// Get pixel coordinates uint2 pixelCoord = dt.xy;
Copy any accompanying texture files (like qquint_common.fxh ) into the reshade-shaders/Textures folder. 3. Configure the Depth Buffer
Cinematic Quality Preset (For Screen Photography/High-End PCs) 10 Ray Steps: 20 Ray Length: 25.0 Infinite Bounces: Enabled Next-Gen Denoise: Enabled (High quality) Best Games to Enhance with RTGI 0.33 reshade ray tracing shader rtgi 033 exclusive
// Load depth, normal and albedo float depth = g_texDepth.SampleLevel(float4(0, 0, 0, 0), pixelCoord, 0).r; float3 normal = g_texNormal.SampleLevel(float4(0, 0, 0, 0), pixelCoord, 0).rgb; float3 albedo = g_texAlbedo.SampleLevel(float4(0, 0, 0, 0), pixelCoord, 0).rgb;
The specific version was an early "exclusive" release of the Ray Traced Global Illumination (RTGI) shader for ReShade, developed by Pascal Gilcher (also known as Marty McFly). // Get pixel coordinates uint2 pixelCoord = dt
Copy the contents of the RTGI Shaders folder into reshade-shaders/Shaders .
So, what makes the ReShade Ray Tracing Shader RTGI 0.3.3 Exclusive so special? Here are some of its key features: Copy the contents of the RTGI Shaders folder
Drop the corresponding blue noise texture files into the reshade-shaders/Textures folder. 3. In-Game Configuration Open the ReShade overlay in-game (usually the key).
The stands out as an exclusive milestone version. It natively integrates motion vectors via the Launchpad pre-pass shader , eliminating historical issues with temporal ghosting and light lag. 💡 What Makes RTGI 0.33 an Exclusive Breakthrough?
, because of its specific handling of depth and light bounce. Precision: