Reshade Rtgi 0361 [patched] Full -
Move the Texture files ( .png or .jpg extensions) into your Game Directory > reshade-shaders > Textures folder. Step 3: Configure the Depth Buffer (Crucial Step)
ReShade RTGI 0.36.1 shader is a post-processing modification developed by Pascal Gilcher (also known as Marty McFly
: Implements lighting by tracing rays against the screen and depth buffer rather than native hardware-level ray tracing. Dynamic Lighting reshade rtgi 0361 full
Provides highly accurate contact shadows in crevices and corners, far surpassing standard screen-space solutions like SSAO or HBAO.
is an essential post-processing shader developed by Pascal Gilcher (widely known as Marty McFly) that injects Screen-Space Ray-Traced Global Illumination (SSRTGI) into virtually any PC video game. By accessing a game’s depth buffer, this specific full release acts as a universal bridge, bringing advanced lighting physics—such as realistic indirect light bounce and physically accurate ambient occlusion—to classic titles and modern releases alike. Move the Texture files (
: RTGI requires access to the game's depth buffer to function correctly. Some games may require specific settings to enable this (e.g., disabling in-game anti-aliasing). Configuring Shaders : Place the downloaded
Unlike native DirectX Raytracing (DXR) found in games like Cyberpunk 2077 , ReShade RTGI does not strictly require dedicated RT cores (like NVIDIA RTX or AMD RX 6000 series). It runs via standard compute shaders. NVIDIA GTX 1070 / AMD RX 580 is an essential post-processing shader developed by Pascal
For RTGI to work, ReShade must be able to access the game's depth buffer. Some anti-cheat software (like Easy Anti-Cheat or BattlEye) blocks this access. , as it can trigger anti-cheat bans (Valorant, Fortnite, Call of Duty: Warzone, etc.). RTGI 0.36.1 is best used for single-player, offline, or non-competitive games .
This setting determines how thick the shader perceives objects to be. If light is leaking behind thin objects like pillars or tree branches, increase the Z-Thickness value until the artifact disappears.
Higher counts reduce noise but severely lower performance.