Rtgi 0.17.0.2 ~repack~ 〈Recommended〉
), RTGI 0.17.0.2 traces rays against the screen and the depth buffer to generate diffuse global illumination and ambient occlusion.
Transforms dark dungeons by allowing torches to cast accurate, flickering global illumination across stone corridors.
Users can adjust ray length, sampling counts, color boosting, and temporal jittering to balance performance and quality.
Visit the official ReShade website and download the latest version (the version with full add-on support is recommended for offline games to ensure depth-buffer access).
Look for a section where rays are traced with a fixed step size. rtgi 0.17.0.2
If you have been on the fence about subscribing to the Patreon, this is the version to get. Download it, inject it into an old favorite, and watch shadows come alive.
I can provide tailored configuration settings to maximize your visual fidelity while preserving smooth gameplay. Share public link
in the ReShade preset section
In conclusion, rtgi 0.17.0.2 is a significant improvement over previous versions, offering enhanced performance, features, and accuracy. While there are still some limitations, this version provides a robust and efficient solution for real-time global illumination. We recommend rtgi 0.17.0.2 for applications requiring high-quality, real-time lighting. ), RTGI 0
Simulates "bounce" lighting, allowing colors from a bright surface to bleed onto nearby objects.
| Issue | Cause / Fix | |-------|-------------| | Flickering / noise | No temporal denoise in 0.17 – increase Ray Length / reduce Intensity | | Light leaks through walls | Screen-space limitation – accept or reduce Ray Length | | No effect in cutscenes | Depth buffer disabled by game – no fix | | Double shadows | Game uses own SSAO + RTGI AO – disable game’s AO | | Laggy UI when RTGI on | ReShade + RTGI is single-threaded – toggle RTGI off in UI |
Version represents an early development milestone of the RTGI shader framework. This version utilizes Screen Space Ray Tracing (SSRT) to simulate Global Illumination (GI) in real-time within applications that do not natively support ray tracing. While groundbreaking at the time of release, this specific build is now considered outdated and is primarily of interest for archival purposes or specific legacy mod compatibility.
uniform float fAdaptiveMaxStep < ui_type = "slider"; ui_min = 0.5; ui_max = 2.0; ui_label = "Adaptive Step Max (rough)"; > = 1.0; Visit the official ReShade website and download the
: When a ray hits an illuminated surface, it samples its color and reflects it onto adjacent textures.
She clicked the fireplace.
: Open the ReShade Add-ons tab. Check the box for "Copy depth buffer before clear operations" to keep the engine from wiping spatial data prematurely.