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RTGI (Ray-Traced Global Illumination) for ReShade is a post-processing shader that simulates realistic indirect lighting and soft global illumination effects in games that lack full ray-traced engines. Version 0.361 refines performance and visual fidelity, delivering richer ambient lighting, smoother light bounces, and better integration with existing ReShade pipelines.

  • Max Steps: How far the shader searches for a hit.
  • GI Intensity: Controls the strength of the light bounce. Too high results in a "washed out" look; too low makes the effect unnoticeable.
  • The shader menu allows you to control:

    If you manage to acquire the legitimate 0.361 Full files, here is what you can expect:

    ReShade RTGI 0.361 is considered a "modern classic" in the graphics modding community. While later versions (v0.40+) moved to different codebases, 0.361 remains a stable, highly compatible "full" solution for adding Global Illumination to virtually any DirectX 11 title.

    It bridges the gap between static, last-generation lighting and modern dynamic ray tracing. When configured correctly with the proper dependency files (Quint/FXShaders) and a resolution multiplier appropriate for the user's GPU, it provides an immersive visual overhaul that fundamentally changes the atmosphere of the rendered scene.

    Recommendation: Use RTGI 0.361 as the foundation of a preset, but apply it before LUTs (Look-Up Tables) or color grading shaders to ensure the lighting calculations are accurate before color correction is applied.


    This paper outlines the functionality, installation, and parameter optimization of the ReShade RTGI 0.361 shader by Pascal Gilcher. This specific version represents a pivotal release in the "RTGI" project, offering a balance between computational overhead and visual fidelity for real-time global illumination in legacy and modern game engines. It allows users to simulate realistic light bouncing, ambient occlusion, and color bleeding on hardware that may not support native DXR (DirectX Raytracing) or in games that lack native ray tracing implementation.


  • The official distribution method is via Patreon (early access) or GitHub (older public releases).
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    Reshade Rtgi 0361 Full

    RTGI (Ray-Traced Global Illumination) for ReShade is a post-processing shader that simulates realistic indirect lighting and soft global illumination effects in games that lack full ray-traced engines. Version 0.361 refines performance and visual fidelity, delivering richer ambient lighting, smoother light bounces, and better integration with existing ReShade pipelines.

  • Max Steps: How far the shader searches for a hit.
  • GI Intensity: Controls the strength of the light bounce. Too high results in a "washed out" look; too low makes the effect unnoticeable.
  • The shader menu allows you to control:

    If you manage to acquire the legitimate 0.361 Full files, here is what you can expect: reshade rtgi 0361 full

    ReShade RTGI 0.361 is considered a "modern classic" in the graphics modding community. While later versions (v0.40+) moved to different codebases, 0.361 remains a stable, highly compatible "full" solution for adding Global Illumination to virtually any DirectX 11 title. RTGI (Ray-Traced Global Illumination) for ReShade is a

    It bridges the gap between static, last-generation lighting and modern dynamic ray tracing. When configured correctly with the proper dependency files (Quint/FXShaders) and a resolution multiplier appropriate for the user's GPU, it provides an immersive visual overhaul that fundamentally changes the atmosphere of the rendered scene. Max Steps: How far the shader searches for a hit

    Recommendation: Use RTGI 0.361 as the foundation of a preset, but apply it before LUTs (Look-Up Tables) or color grading shaders to ensure the lighting calculations are accurate before color correction is applied.


    This paper outlines the functionality, installation, and parameter optimization of the ReShade RTGI 0.361 shader by Pascal Gilcher. This specific version represents a pivotal release in the "RTGI" project, offering a balance between computational overhead and visual fidelity for real-time global illumination in legacy and modern game engines. It allows users to simulate realistic light bouncing, ambient occlusion, and color bleeding on hardware that may not support native DXR (DirectX Raytracing) or in games that lack native ray tracing implementation.


  • The official distribution method is via Patreon (early access) or GitHub (older public releases).
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