Reshade Rtgi 0361
Unlike native ray tracing, which uses geometry data from the engine (buffers), ReShade RTGI is a post-process effect. It has no access to the game's internal 3D world. It only sees what you see: a flat, 2D image. Version 0.3.6.1 perfected the art of lying convincingly.
The shader works by analyzing the depth buffer (how far away pixels are) and the color buffer (what color those pixels are). It then injects a coarse grid of rays into this 2D projection. When you move your camera, those rays recalculate, creating the "boiling" or "noisy" artifact that RTGI is famous for. Yet, when you stand still, the accumulation buffer kicks in, smoothing the noise into a soft, volumetric glow.
Why is 0.3.6.1 special? Because it represents the apex of "good enough." Later versions introduced temporal stability (reducing the boil), but they also introduced a clinical sterility. Version 0.3.6.1 retains a certain analog warmth. The noise looks less like a rendering error and more like film grain. It embraces its imperfection.
Version: 0.36.1
Author: Pascal Gilcher (Marty McFly)
Type: Ray Traced Global Illumination (Screen-Space)
Overview
RTGI v0.36.1 adds realistic indirect lighting and bounce lighting to any DirectX 9–12, OpenGL, or Vulkan game. Unlike standard screen-space ambient occlusion (SSAO), RTGI traces rays in screen space to compute both occlusion and color bleeding from nearby surfaces.
Key Features (0.36.1)
Recommended Settings (Starting Point)
| Setting | Value (Quality) | Value (Performance) | |--------------------|----------------|----------------------| | Ray Length | 0.35 – 0.55 | 0.25 – 0.40 | | Intensity | 1.0 – 1.8 | 0.8 – 1.2 | | Bounce Count | 1–2 | 1 | | Ray Resolution | Half (or Full) | Quarter | | Temporal Stability | 0.70 – 0.85 | 0.50 – 0.65 | | Denoiser Strength | 0.60 – 0.80 | 0.40 – 0.60 |
Important Notes
Compatibility
Common Issues & Fixes
Credits
Shader by Pascal Gilcher (Marty McFly). RTGI is part of the qUINT suite or available via the Marty Mods ReShade shader repository.
ReShade RTGI 0.36.1, developed by Pascal Gilcher (also known as Marty McFly), is a highly advanced screen-space shader that brings ray-traced global illumination to almost any PC game. Version 0.36.1 was a significant milestone in its development, focusing on performance optimisations and more robust ray-tracing features. Overview of ReShade RTGI
RTGI (Ray Traced Global Illumination) works as a post-processing injector, meaning it applies its effects to the final image rendered by a game. Unlike native ray tracing, which has access to the entire game engine's geometry, ReShade RTGI uses the game's depth buffer to estimate how light should bounce off surfaces. Key Features of RTGI 0.36.1
Diffuse Global Illumination: Simulates how light from a primary source (like the sun or a lamp) bounces off surfaces to illuminate nearby objects, creating a more natural and cohesive look.
Ray Traced Ambient Occlusion (RTAO): Enhances the shadows in small crevices and where objects meet, providing a greater sense of depth and weight to the scene.
Screen-Space Ray Tracing: The shader casts rays across the screen's depth information to calculate lighting, meaning it only affects what is currently visible to the player.
Performance Optimisations: Version 0.36.1 introduced improved ray-casting efficiency, allowing for higher quality lighting with a lower performance cost compared to previous versions.
Multi-Bounce Lighting: Approximates multiple light bounces to further enhance the realism of indirect lighting. Installation and Setup
To use RTGI 0.36.1, you typically need to be a supporter of Marty's Mods on Patreon, as the shader is part of a paid early-access program. Tuning the RTGI ReShade shader, with settings explained
In the context of the ReShade RTGI 0.36.1 shader, "deep piece" likely refers to the Depth Buffer
(Z-buffer), which is the critical component required for the Ray Traced Global Illumination (RTGI) effect to function. marty's mods
RTGI uses the depth buffer to calculate how light rays bounce off objects in 3D space. If this "piece" of the rendering process is not correctly configured, the shader will not apply correctly, often resulting in no visible effect or lighting that "flickers" through menus. marty's mods Troubleshooting the "Deep Piece" (Depth Buffer)
To ensure the depth buffer is working for RTGI 0.36.1, check the following in your ReShade menu: Enable Generic Depth : Go to the tab and ensure the Generic Depth add-on is checked. Select the Correct Buffer
: Under the Generic Depth settings, you will see several depth buffers listed. Select the one that matches your game's resolution and shows the most "movement" when you move your character. Check Preprocessor Definitions
: If the lighting looks upside down or reversed, you must edit the Global Preprocessor Definitions RESHADE_DEPTH_INPUT_IS_REVERSED (or vice versa). RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN if the image appears inverted. Display Depth Shader : To verify what ReShade sees, enable the DisplayDepth.fx
shader. If you see a solid black or white screen, the depth buffer is not being captured, often due to in-game Anti-Aliasing (MSAA) or being in an online game where depth is disabled to prevent cheating. marty's mods for a particular game? Depth - Marty's Mods Guides
RTGI 0.36.1 is a specific iteration of the "Ray Traced Global Illumination" shader developed by Pascal Gilcher reshade rtgi 0361
(also known as Marty McFly). This post-processing shader is famous for bringing a simulated form of ray-traced lighting to games that don't natively support it, regardless of whether you have an RTX-capable graphics card. Core Functionality
Unlike hardware-native ray tracing, RTGI works at the post-processing level: Screen-Space Ray Tracing : It uses the game's depth buffer
to "trace" rays across the current screen, calculating how light should bounce off surfaces and cast soft shadows. Dynamic Lighting
: It adds "bounce lighting," allowing bright surfaces to bleed their color onto surrounding objects, which significantly increases realism in older titles. Hardware Independence
: It does not require specialized RT cores, making it compatible with a wide range of GPUs as long as the game allows ReShade to access depth data. Key Features of Version 0.36.1 and Recent Updates
While specific changelogs for minor sub-versions are often hosted on Marty's Mods Patreon
, the 0.36.x series focuses on refining the "iMMERSE" framework: marty's mods Mitosis (Dual Shaders)
: Recent iterations have split RTGI into separate diffuse and specular shaders to improve stability, maintainability, and per-pixel performance. Motion Vector Integration
: Version 0.33 and beyond utilize motion vectors for better temporal denoising, which reduces the "ghosting" or "shimmering" artifacts common in earlier screen-space effects. Spectral Rendering
: Newer builds handle light transport in a "spectrally aware" manner, preventing the oversaturation and hue shifts (like orange lights turning red) that plagued older RGB-based GI solutions. Enhanced Denoising
: The shader includes sophisticated filters to smooth out the "noise" created by the ray-casting process without blurring the underlying game textures. Performance and Setup
: Even as a post-process effect, RTGI is demanding. Users often report a 15-25% drop in frame rates depending on the number of "rays" and "steps" configured. Configuration
: To get the best look, users must calibrate the "display depth" within
to ensure the shader "sees" the game world correctly. Incorrect depth settings can cause the lighting to look like a flat overlay.
: While older versions may be available in public repositories, the latest and most stable builds (including 0.36.1) are typically reserved for beta testers on Marty's Mods Patreon Portal Reshade RTGI - The Working Class' RTX Portal Dec 22, 2565 BE —
The latest update for Pascal Gilcher’s Ray Tracing Reshade (RTGI) is version 0.36.1, which introduces several quality-of-life improvements and performance optimizations for real-time ray-traced global illumination. Key Updates in RTGI 0.36.1
Enhanced Denoising: Improved spatial and temporal filters to reduce "noise" and shimmering, especially in motion.
Performance Optimization: Refined shader code to lower the GPU overhead, making it more viable for mid-range hardware.
Better Compatibility: Increased stability with the latest versions of Reshade (6.0+) and improved support for DX11/DX12 titles.
Infinite Bounces Emulation: Tweaks to how light bounces are simulated to provide more accurate color bleeding from surfaces. How to Get It
This shader is technically "early access" software. To download version 0.36.1, you generally need to:
Support the Creator: Access is provided via Pascal Gilcher’s Patreon (Marty McFly).
Download the Zip: Once subscribed, download the ReShade_GI_0.36.1.zip. Installation:
Extract the Shaders and Textures folders into your game's reshade-shaders directory.
Ensure Depth Buffer is correctly configured in Reshade for the effect to work. Pro Tip for 0.36.1
If you experience "ghosting," try adjusting the Temporal Smoothing slider in the RTGI settings. Lowering it reduces trailing but increases noise, while higher values make the image cleaner at the cost of some responsiveness.
Transforming Your Gameplay: The Power of ReShade RTGI 0.36.1 Unlike native ray tracing, which uses geometry data
If you’ve ever looked at a classic game and wished it had the moody, dynamic lighting of a modern blockbuster, ReShade RTGI 0.36.1 is the bridge you’ve been looking for. Created by Pascal Gilcher (popularly known as Marty McFly), this Ray Traced Global Illumination (RTGI) shader allows almost any PC game to simulate sophisticated lighting effects that were once the exclusive domain of high-end, native ray-tracing titles.
Version 0.36.1 represents a critical sweet spot in the shader's history, balancing the advanced features introduced in the 0.3x branch with a level of stability that makes it a favorite for many modders. What Makes RTGI 0.36.1 Special?
Unlike native ray tracing, which requires specific hardware like NVIDIA's RTX or AMD's 6000-series cards, RTGI is hardware independent. It works by using "screen-space" data—specifically the depth buffer—to calculate how light should bounce off surfaces in your current view. Key Features of the 0.36.1 Era:
Diffuse and Specular GI: It models both the soft glow of light reflecting off matte surfaces (diffuse) and the sharper reflections on shiny objects (specular).
Farplane Optimization: This version is known for its specific "Farplane" tuning. Users often recommend setting the farplane value to 2500 for optimal results, ensuring the lighting effects extend naturally into the distance without cutting off abruptly.
Temporal Stability: Compared to earlier versions, 0.36.1 offers improved stability, meaning you'll see less of the "flickering" or noise that can sometimes plague post-processing shaders.
Sky Color Integration: It includes "Sky Color" tweaking, allowing you to fake out-of-screen luminosity to make the lighting feel more integrated with the game's atmosphere. Installation and Setup Guide
To get RTGI 0.36.1 running, you’ll need a standard installation of ReShade (the universal injector).
Absolutely. If you are looking for a dramatic visual uplift without buying a new graphics card, ReShade RTGI 0361 offers approximately 85% of the visual quality of native RTX GI at 50% of the performance cost.
The key is managing expectations. This is not true ray tracing; you will see artifacts. But when you walk into a dimly lit inn in Skyrim and watch the firelight bounce off a stone wall that was previously pitch black, you will understand the magic. Version 0361 strikes the perfect balance between cutting-edge features and playable framerates.
Final Pro Tip: Always save your preset as RTGI_0361_Profile.ini. If you ever download a new game, copying this single file will restore your perfect lighting profile instantly.
Disclaimer: ReShade RTGI is a proprietary shader by Pascal Gilcher. Support the developer on Patreon to access the latest builds and ensure continued development of this incredible tool.
Ray Tracing for Every Game: Mastering ReShade RTGI 0.36.1 ReShade RTGI (Ray Traced Global Illumination)
is a revolutionary post-processing shader developed by Pascal Gilcher (Marty McFly) that brings advanced lighting effects to games that don't natively support them. Version 0.36.1 represents a stable, highly popular iteration of this tech, often favored for its balance of visual fidelity and performance on non-RTX hardware. What is RTGI 0.36.1? Unlike native hardware ray tracing (like in Metro Exodus ), RTGI uses screen-space path tracing
. It analyzes the depth buffer and color information already on your screen to simulate how light bounces off surfaces. Hardware Independent
: You don't need an RTX card to run it; it works on almost any modern GPU. Real-Time Global Illumination
: Adds "light bounces," allowing colors from one object to bleed onto another, creating much more realistic scenes. Immersive Ambient Occlusion
: Produces deep, physically accurate shadows in corners and crevices. How to Install RTGI 0.36.1
Since RTGI is a premium shader, you typically acquire it through Marty McFly’s Patreon How To ReShade RTGI - Install and Adjust
The ReShade RTGI 0.36.1 is a specific iteration of the "Ray Traced Global Illumination" shader developed by Pascal Gilcher (also known as Marty McFly). This shader is designed to bring advanced lighting effects, typically reserved for high-end hardware with native ray tracing support, to virtually any DX9, DX10, DX11, DX12, or Vulkan game through the ReShade post-processing injector. Technical Overview
RTGI uses Screen Space Ray Tracing to simulate how light bounces off surfaces in a game world. Version 0.36.1 was part of the early "Beta" cycle, prior to the major overhauls seen in the 0.5x and 0.7x versions.
Global Illumination (GI): Simulates indirect lighting, allowing colors from one object to "bleed" onto another (e.g., a red wall casting a subtle red glow on a white floor).
Ambient Occlusion (AO): Enhances shadows in crevices and areas where objects meet, providing more depth than standard SSAO or HBAO.
Screen Space Limitation: Because it is a post-processing effect, it only "sees" what is currently rendered on your screen. It cannot calculate light from objects behind the camera or hidden behind other objects. Performance Impact
The 0.36.x branch was known for being highly demanding. While modern versions like Complete RT 1.6 claim significant performance optimizations, earlier versions could easily halve a game's framerate depending on the "Ray Amount" and "Step Amount" settings. Comparisons and Resources
Visual Comparisons: You can find side-by-side visual tests of RTGI against other shaders like CompleteRT and MSRT on YouTube.
Authenticity: Ensure you obtain these shaders from official sources. The community has faced issues with scams and bad actors attempting to resell or misrepresent these tools. Recommended Settings (Starting Point) | Setting | Value
Updates: Major updates to the shader often include new sky color algorithms and improved motion estimation to reduce "ghosting" or noise. Summary Table: RTGI Features Description Compatibility Works on almost any game with a depth buffer via ReShade Primary Effect
Adds indirect light bounces (Global Illumination) and high-quality AO Requirements High-performance GPU; access to the game's Depth Buffer Distribution Primarily via Pascal Gilcher's Patreon (Marty's Mods) Reshade RTGI vs 'real' Ray-Traced GI
The ReShade RTGI 0.36.1 shader, developed by Pascal Gilcher (known as Marty McFly), represents a pivotal moment in post-processing technology, effectively "democratizing" ray tracing for thousands of legacy and modern games that lack native support. By injecting code that accesses a game’s depth buffer, this version of the Ray Traced Global Illumination (RTGI) shader simulates realistic light behavior—such as light bouncing and color bleeding—to transform flat, rasterized scenes into immersive, photorealistic environments. The Core Technology: Screen Space Ray Tracing
Unlike native hardware-accelerated ray tracing, RTGI 0.36.1 is a screen space effect. It calculates lighting based only on the pixels visible to the player. ReShade RTGI | Ray Traced Global Illumination
It seems you're referring to ReShade RTGI (Ray Traced Global Illumination) by Pascal Gilcher (also known as Marty McFly), specifically version 0.361 or a variant of the shader with a build identifier like 0361.
Here's what you likely need to know:
To understand why RTGI 0361 is so impactful, we have to understand what it replaces. Traditional game rendering relies on Rasterization. In a rasterized world, an object exists, and a light source hits it. The engine calculates how bright that object should be based on the direct line of sight to the light.
What rasterization fails to capture is bounce light. In the real world, if you shine a flashlight on a red carpet next to a white wall, the wall glows red. The light bounces. In traditional games? The wall stays white. The carpet stays red. They exist in isolation.
This is why games often feel "gamey" or artificial. They lack the cohesion of light traveling through an environment.
Installing the shader is easy; tuning it is the art. Here are the recommended starting points for ReShade RTGI 0361.
When moving the camera quickly, you might see a trail of light behind characters.
The ReShade RTGI 0.36.1 refers to a specific legacy version of the Ray Traced Global Illumination (RTGI) shader developed by Pascal Gilcher, also known as Marty McFly. This shader is a post-processing tool that introduces ray-traced lighting and shadows into video games that do not natively support them. Overview of RTGI 0.36.1
In the development timeline of RTGI, version 0.36.1 represents an early stage of the shader's evolution. RTGI functions by utilizing a game's "depth buffer" to calculate how light should realistically bounce off surfaces and cast soft shadows within the player's field of view. Key Features and Mechanics
Screen-Space Ray Tracing: Unlike hardware-accelerated ray tracing (found in RTX cards), RTGI is "screen-space". It only calculates lighting for objects currently visible on your screen, meaning it cannot account for light sources or objects behind the camera or off-screen.
Global Illumination (GI): This simulates the physical behavior of light, allowing it to "bounce." For example, if light hits a red floor, it will subtly reflect a red tint onto the surrounding walls.
Ambient Occlusion: It provides highly accurate contact shadows in corners and crevices, adding depth and "weight" to 3D objects.
Hardware Independence: One of the most significant aspects of this version is that it does not require an NVIDIA RTX or AMD RX 6000-series card. It runs on any hardware capable of supporting ReShade, though it is computationally demanding. Performance and Setup
Impact: Version 0.36.1 was known for being a heavy "beta" version. Activating it typically results in a significant drop in frame rate, often 30-50% depending on the complexity of the scene.
Prerequisites: To use it, users must have ReShade installed and ensure the game's depth buffer is correctly accessed (often requiring the disabling of in-game Anti-Aliasing).
Availability: Most versions of RTGI, including early ones like 0.36.1, were primarily distributed through the creator's Patreon.
While newer versions (such as 0.5x or 0.7x) have since introduced features like restir (for more light sources) and improved temporal stability, version 0.36.1 remains a milestone for bringing "next-gen" lighting to older titles.
ReShade RTGI 0.36.1: Elevating Retro & Modern Visuals ReShade RTGI 0.36.1 (Ray Traced Global Illumination) is a landmark version of the post-processing shader developed by Pascal Gilcher (also known as Marty McFly). It introduces high-end, screen-space ray tracing to almost any game, bridging the gap between flat, pre-baked lighting and the dynamic realism found in modern titles. 1. Key Features of Version 0.36.1
Compared to earlier "eternal-alpha" versions, 0.36.1 brought significant stability and performance refinements to the table:
Enhanced Precision: Features significantly improved accuracy and performance over older versions like 0.17 or 0.33.
Depth Buffer Mastery: It utilizes the game's depth buffer to physically simulate how light bounces off surfaces, creating natural ambient occlusion and diffuse global illumination.
Farplane Adjustments: In this specific version, users typically need to set the farplane to 2500 for optimal results, a contrast to the 1000 required for newer iMMERSE Pro builds.
Compatibility: It works on hardware ranging from mid-range cards like the GTX 1060 to high-end RTX series, as it does not strictly require dedicated RT cores. 2. Why Use RTGI?
Traditional game lighting often relies on "baked" lightmaps that don't react to dynamic objects. RTGI changes this by: Adding Raytracing to ANY Older Game? (Without an RTX Card)
