| Problem | Cause | The Fix | | :--- | :--- | :--- | | | Low temporal samples | Increase game TAA sharpness. Ensure you are running at a stable framerate (fluctuating FPS breaks the temporal accumulation). | | Light "swimming" / Flickering | Aggressive motion | Lower the Radius . Large radii are unstable during camera movement. | | Everything is dark | Exposure mismatch | Use GI Brightness or Post Bloom brightness. Avoid using Bounce Intensity to brighten the scene; it looks fake. | | Washed out colors | Saturation too high | Lower GI Saturation . Real GI is subtle; it shouldn't look like a neon paint spill. |
18;write_to_target_document7;default0;a1;0;a1;18;write_to_target_document1a;_fonuaYbjLYWFkdUP-8C96AM_20;a5; 0;f5;0;195; Reshade Ray Tracing shader RTGI 0.33
For the uninitiated, ReShade is a free, open-source post-processing injector that allows users to enhance their games with various shaders. It works by injecting a custom DLL into the game's process, enabling the application of custom effects. ReShade supports a wide range of shaders, from simple FXAA (Fast Approximate Anti-Aliasing) to complex ray tracing and global illumination. Title: Illuminating the Shadows: An Informative Review of
: RTGI physically simulates how light bounces off surfaces, providing dynamic ambient occlusion Large radii are unstable during camera movement
The ReShade RTGI (Ray Traced Global Illumination) shader, developed by Pascal Gilcher (also known as Marty McFly
Marty has optimized the compute shaders. On an RTX 3060 or RX 6700, the performance hit is still noticeable (expect a 15-30% FPS drop depending on your resolution), but it is smoother than previous builds. 0.33 feels leaner, allowing for lower "Ray Length" settings without breaking the ambient occlusion.
RTGI is a post-processing shader that simulates Global Illumination (GI) in real-time. Unlike native ray tracing implemented in a game engine (which traces rays during the geometry rendering phase), RTGI works with the final image (color, depth, and normals) generated by the game. It calculates how light bounces off surfaces and into shadowed areas, effectively eliminating the "flat" look of games that rely solely on static lighting or simple dynamic shadows.