Reshade Rtgi 0.36.1 -

| 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) |

RTGI 0.36.1 does not require an RTX card. It runs via compute shaders on any GPU that supports DirectX 11 or Vulkan. Reshade Rtgi 0.36.1

The shader casts virtual rays across the screen data to calculate how light should physically bounce off objects, shift colors, and cast soft ambient shadows. | Setting | What it does | Recommended

Quality: High Radius: 0.65 Bounce Intensity: 0.9 Bounce Saturation: 0.4 Ambient Occlusion Mix: 0.5 Temporal Amount: 0.75 Edge Threshold: 0.15 Quality: High Radius: 0

RTGI (Ray Traced Global Illumination) is a post-processing shader that adds dynamic, realistic lighting to games by simulating how light bounches off surfaces. Unlike native RTX, it uses . It relies on the game’s "depth buffer" to understand the 3D layout of a scene and calculate indirect lighting and ambient occlusion. Key Features in Version 0.36.1

Increasing roughness spreads the bounced light softly across floors and walls, eliminating harsh, unrealistic glares. Performance Tuning & Troubleshooting

The introduction of ReShade RTGI 0.36.1 into the gaming experience can be nothing short of transformative. Here are a few ways it elevates gameplay: