033 2021 __top__ - Reshade Ray Tracing Shader Rtgi
Unlike "native" ray tracing, which requires the computer to know about everything in a game world (even what's behind the character), Gilcher’s shader uses the "Depth Buffer"—the map of what is currently on your screen.
| Option | Recommendation | Explanation | |--------|----------------|-------------| | | 6–10 | More rays → smoother GI but lower FPS. 6 is a good sweet spot. | | Number of Steps per Ray | 24–32 | More steps → more precise shadowing around small objects. | | Ray Length | 0.35–0.60 | Larger values make lighting cover a wider area but risk clipping off‑screen. | | Bounce Lighting Intensity | 0.20–0.40 | How much colour is carried by bounced light. Set to 0 first, tune AO, then add bounce. | | Ambient Occlusion Intensity | 0.40–0.75 | Darkens creases – should look “just a bit too strong” before you enable bounce lighting. | | Z Thickness | 0.03–0.09 | Prevents halos behind thin objects (fences, hair). Higher values reduce halos but might flatten details. | reshade ray tracing shader rtgi 033 2021
Note: RTGI does not work with all anti-cheats (EAC, BattlEye). Do not attempt in online multiplayer games. Unlike "native" ray tracing, which requires the computer
: Keep this enabled. It eliminates the "flickering grid" effect common in early ray-tracing shaders. | | Number of Steps per Ray |
Small objects like pebbles, grass, or cups on a table often look like they are floating in video games. RTGI calculates precise micro-shadows exactly where objects touch surfaces. Hardware Requirements and Performance Impact
The RTGI 0.33 shader files (historically distributed via Pascal Gilcher's Patreon). 2. File Placement