Rtgi 0.17.0.2 Release

The shader now tracks frame-to-frame pixel data more accurately, minimizing the ghosting effects common in fast-moving scenes.

One of the most persistent hurdles in probe-based GI is "light leaking"—where light erroneously passes through solid walls because a probe samples data from the wrong side of a barrier. Version 0.17.0.2 introduces refined weight calculations during the probe blending phase. By tightening the geometric classification of backfaces and improving distance testing, this release drastically reduces both light and shadow leaking in tight architectural spaces. 2. Memory Footprint Optimizations

Since it is a ReShade plugin, it works with almost any DirectX 9, 10, 11, or 12 game, provided the game’s depth buffer is properly accessible. rtgi 0.17.0.2 release

Because RTGI relies on software-based compute shaders rather than dedicated hardware RT cores (like NVIDIA's OptiX or AMD's Ray Accelerators), it does exert a heavy tax on your GPU.

RTGI is famously "plug-and-play," but to get the most out of version 0.17.0.2, you shouldn't just load it and leave the settings at default. Every game is different. Here are the key sliders you need to adjust: The shader now tracks frame-to-frame pixel data more

Adjust the shader settings within the menu for the best balance of look and performance. Conclusion

True multi-bounce ray tracing can tank even a high-end GPU's performance. The 0.17.0.2 update refines the shader’s infinite bounce approximation. It calculates secondary and tertiary light bounces by reading data from the previous frame's lighting cache. This means a bright red floor will realistically reflect red light onto a white ceiling, which then bounces softly back down to illuminate a nearby table—all with minimal performance overhead. 3. Depth Buffer Filtering and Precision Fixes By tightening the geometric classification of backfaces and

The engine casts a relatively low number of rays from each probe into the scene. These rays hit geometry, sample the material properties, and calculate the incoming light.

Earlier versions often struggled to distinguish between dull, non-reflective surfaces and materials meant to retain a glossy sheen. The 0.17.0.2 beta refined the specular parameters, enabling more accurate light cutoffs and ensuring that dark, shadowed corners remained dark instead of getting washed out by rogue ray bounces. 3. Infinite Compatibility Without Hardware Barriers