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Reshade Rtgi 0361 [WORKING]

To prevent your framerate from bottoming out, you must tune the RTGI parameters inside the ReShade overlay. Here is a recommended configuration baseline for a balanced experience: Ray Length 4.00 to 7.00

is a shader effect designed for ReShade, a popular generic post-processing injector for games and video software. Unlike traditional Screen Space Ambient Occlusion (SSAO) or Screen Space Reflections (SSR), which only calculate lighting based on what is visible on the screen, RTGI uses screen-space ray tracing to estimate indirect lighting (global illumination) from objects that might be off-camera.

: Version 0.36.1 also acts as a gateway to other, more powerful shader suites. Many newer collections, like the iMMERSE Pro suite or the ipsuShade installer, often note that they are designed to work with "qUINT_RTGI (v36.1, but lower versions will work)". This makes 0.36.1 a perfect entry point for users new to RTGI, as it can serve as a springboard to these more advanced (and sometimes paid) configurations. reshade rtgi 0361

Traditional game engines use pre-baked lighting or simple ambient occlusion. RTGI simulates actual light bounces based on the data visible on your screen. Light from a bright red surface will realistically bleed onto a nearby white wall, creating natural color pooling. Screen-Space Ambient Occlusion (SSAO) Replacement

for a cinematic look versus a performance-focused look. Performance Impact and Requirements To prevent your framerate from bottoming out, you

is a specific, premium shader for ReShade, developed by the renowned modder Pascal "Marty McFly" Gilcher . Unlike standard game lighting, which often relies on pre-baked shadows and approximations, RTGI uses a form of path tracing within the screen space to simulate realistic light bounces. It attempts to compute how light from a bright surface (like a sun-exposed wall) bounces and illuminates darker areas nearby, adding a level of depth and realism that was previously only possible in offline renderers or with expensive hardware-accelerated ray tracing.

: For many users, 0.36.1 represents a stable middle ground. It is advanced enough to include all the core RTGI features (global illumination, enhanced ambient occlusion, improved reflections) without some of the early teething issues of newer implementations. It is widely compatible with a huge range of games, from X-Plane 11 and Dead Space 2 to Stellar Blade and The Last of Us Part I . : Version 0

However, this power comes with responsibility. Because RTGI is screen-space, it suffers from . If you turn the camera quickly, information at the edge of the screen disappears. For a split second, the "bounced light" might vanish until the new pixels are processed. Version 0361 handles this smoothing better than most, but it requires the user to understand that this is a post-process effect, not native engine integration.

Unlike screen-space techniques (like SSAO) that only darken corners, RTGI 0.36.1 computes actual rays to determine how light travels from a source, hits surfaces, and illuminates dark areas. As of late 2025/early 2026, the technology has evolved toward spectral rendering to improve saturation in colored scenes, but 0.36.1 remains a robust and high-performing version of the core Marty McFly RTGI technology. Key Features and Improvements in 0.36.1

Once you've got the files in place, you can start tweaking the settings:

Light takes on the color of the surfaces it hits and bounces onto neighboring objects.