Screen-space ray tracing has revolutionized PC gaming graphics. Pascal Gilcher’s RTGI (Ray Traced Global Illumination) shader brings modern lighting to older titles. Version 0.33, released in late 2021, remains a landmark milestone for stability and performance. Here is how this specific shader works, its key features, and how to configure it. Understanding ReShade RTGI 0.33 What is RTGI?
Because RTGI runs entirely via software shaders, it stresses your raw GPU compute power rather than dedicated RT hardware.
The 0.33 update solidified Pascal Gilcher’s RTGI as an essential tool for the PC gaming modding community. It breathed new life into classic titles like Skyrim , Fallout 4 , and The Witcher 3 long before official next-gen ray-tracing patches were ever announced. It proved that clever software engineering could replicate advanced hardware features, democratizing high-fidelity lighting for gamers everywhere. If you want to customize your setup further, tell me: What are you trying to mod with RTGI 0.33? What graphics card are you currently running?
| Feature | Specification | |---------|----------------| | | SM 5.0+ | | Ray Tracing Method | Hierarchical screen-space ray marching (Hi-Z) | | Input Buffers | Color, Depth, Normal (ReShade depth buffer, reconstructed normals) | | Bounces | 1 indirect bounce (simulated) | | Ray Count per Pixel | Variable: 2–6 (performance vs. quality) | | Denoiser | Spatiotemporal (bilateral + temporal accumulation) | | API Support | DirectX 9–12, OpenGL, Vulkan (via ReShade bridge) | reshade ray tracing shader rtgi 033 2021
If an object blocks the sky or a light source, it casts a realistic, soft shadow (ambient occlusion). If it sits next to a bright light source, it receives soft illumination (global illumination).
Ray tracing naturally produces a "noisy" or grainy image because calculating infinite light paths is impossible in real time. RTGI 0.33 utilized a sophisticated spatio-temporal denoiser. It blended data from previous frames (temporal) with surrounding pixels (spatial) to create smooth, realistic lighting transitions without turning the image into a blurry mess. 2. Infinite Bounces (Approximated)
The , particularly version 0.33 , represents a landmark achievement in community-driven graphics rendering. Developed by Pascal Gilcher (known as Marty McFly), RTGI brings sophisticated light-bounce simulations to classic and modern titles that lack native ray tracing support. The Evolution of RTGI 0.33 Here is how this specific shader works, its
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As a premium shader, RTGI 0.33 was primarily distributed through the Marty McFly Patreon. ReShade Tutorial | How to use the RTGI Shader (0.25+)
To get the most out of this shader without breaking the game's visuals, users often tweaked these parameters: Infinite Bounces (Approximated) The
This version refined the balance between diffuse lighting (soft color bounces) and specular reflections, allowing for more realistic metallic and wet surfaces.
Check the box that matches your game's current resolution and aspect ratio to activate the depth buffer.