Reshade Rtgi 0.36.1 __exclusive__ Site
Locate the Shaders and Textures directories inside the zip file.
If an object or light source is not visible on your screen, the shader cannot calculate its light or shadow. If you look away from a bright fire, its glow on the walls around you will disappear.
Bright in-game objects like neon signs, fires, or magic spells cast actual, dynamic light onto the surrounding environment. Technical Features and What’s New in 0.36.1
in the effect list. Also enable qUINT_mxao.fx (ambient occlusion) and qUINT_lightroom.fx (color grading) – RTGI works best as a middle layer. Reshade Rtgi 0.36.1
If an object goes off-screen or is hidden behind your character's weapon, the shader loses track of it, occasionally causing light to "pop" out of existence at the screen edges.
Light carries color from one object to another. Standing next to a red wall reflects a subtle red glow onto your character's clothing.
RTGI stands for . Unlike traditional screen-space ambient occlusion (SSAO) or horizon-based ambient occlusion (HBAO), which only darken contact crevices, RTGI simulates how light particles actually bounce off surfaces. Key Features of Version 0.36.1 Locate the Shaders and Textures directories inside the
| Setting | What it does | Recommended start | |--------|--------------|------------------| | | Ray sample count (Low = noisy, High = slower) | Medium or High | | Radius | How far light bounces (small = local, large = room-scale) | 0.4 – 0.8 | | Bounce Intensity | Brightness of indirect light | 0.6 – 1.2 | | Bounce Saturation | Color bleed strength (red brick reflecting red onto wall) | 0.3 – 0.6 | | Ambient Occlusion Mix | Blends SSAO-style darkening with GI | 0.4 – 0.7 | | Temporal Amount | Reduces flicker using previous frames | 0.65 – 0.85 (higher = less noise, more ghosting) |
If you’ve ever wanted ray-traced global illumination in older games like Skyrim , GTA V , Fallout 4 , or Mass Effect , ReShade RTGI 0.36.1 is the most accessible entry point. This version represents the last free, open-source release of the shader before it evolved into the paid "RTGI (Full)" available on Patreon.
Because RTGI is a software‑based approach, it works on any GPU that can run ReShade. However, ray tracing is computationally heavy: Bright in-game objects like neon signs, fires, or
Ensure is enabled in the ReShade "DX11/12" tab if shadows appear flicker or transparent.
The 0.36.1 update focuses heavily on refining image stability and reducing the performance overhead common in earlier builds.
Set this to Half Resolution . It renders the ray tracing at half your screen resolution and upscales it, saving massive amounts of FPS with almost zero perceived loss in visual quality. Pros and Cons of ReShade RTGI
The shader's performance is largely dictated by two primary sliders: and Number of Steps per Ray . More rays result in more stable and noise-free lighting, while more steps allow the shader to sample more detail, particularly around small objects. The total performance cost is roughly the product of these two numbers multiplied by the screen resolution.
