Reshade Ray Tracing Shader Rtgi 033

RTGI 0.33 does not use the RT cores on your GPU. Instead, it uses a technique called Screen Space Ray Tracing.

Imagine you are looking through a camera (your monitor). The shader scans the pixels visible on your screen. From each pixel, it shoots virtual rays into the depth of the scene, checking how far away the nearest object is. When a ray hits an object, it samples the color of that hit point and adds it back to the original pixel.

This simulates "color bleeding" (e.g., a red wall casting a red tint onto a white floor).

Limitations to understand:

This version shines in games with static lighting and few dynamic light sources: reshade ray tracing shader rtgi 033

| Game | Recommended RTGI Intensity | Notes | | :--- | :--- | :--- | | Skyrim (Special Edition) | 0.55 | Disable game's SSAO. Use with an ENB for god-tier graphics. | | Fallout 4 | 0.60 | Dramatically fixes the "flat" lighting. | | GTA V | 0.50 | Works perfectly, especially in interiors. | | The Witcher 3 (Classic) | 0.70 | Better than the next-gen update's RT (performance-wise). | | Mass Effect Legendary | 0.45 | Removes the "grey wash" from lighting. | | Dark Souls 3 / Elden Ring | 0.65 | Adds bounce light to dark dungeons. Disable in PvP. |

RTGI (Ray Traced Global Illumination) v0.33 is a specific version of a post-processing shader developed by Pascal "Marty McFly" Gilcher for the ReShade graphics modification framework. Unlike native hardware-accelerated ray tracing (e.g., NVIDIA RTX or AMD RDNA2+), RTGI is a screen-space ray tracing shader that adds realistic light bounces, ambient occlusion, and indirect lighting to games that lack these features. Version 0.33 represents a mature iteration known for its stability, performance improvements, and signature "Marty Mod" aesthetic.

| Setting | Recommended Value | Explanation | | :--- | :--- | :--- | | Quality | High (or Ultra) | Lower quality halves the ray count. Stay on High for decent bounce lighting. | | Ray Length | 0.3 to 0.7 | How far the light bounces. Value 1.0 causes over-brightening in dark dungeons. | | Bounce Count | 2 | Higher values (4+) tank FPS for diminishing returns. 2 bounces is the sweet spot. | | Intensity | 0.8 to 1.2 | Global brightness of the indirect light. | | Contrast | 0.4 to 0.6 | Lower contrast makes the "glow" effect more obvious; higher retains shadows. | | Saturation | 1.0 | Leave this alone; use ReShade's Vibrance for color boosting. | | Reconstruction | High | Reduces noise. Highest setting causes ghosting; "High" is a safe bet. | | Display Depth | Disabled | Only used for debugging. |

Image Suggestion: A side-by-side comparison screenshot (Before/After) or a moody in-game shot showing off the color bleeding. RTGI 0

Caption: Finally got my hands on the new RTGI 0.33 update for ReShade. 🤯

The improvements to temporal stability are a game-changer—no more shimmering while moving the camera. The lighting feels so much more natural and grounded now. It’s crazy what a shader can do for immersion in games that are years old.

Who else is testing this out? Let me know your FPS hit below! 👇

Tags: #Reshade #RTGI #RayTracing #PCMasterRace #GamingSetup #GraphicsMods #ScreenArchery #Lighting #GameDev RTGI stands for Ray Traced Global Illumination


RTGI stands for Ray Traced Global Illumination. In traditional game rendering (rasterization), lighting is often "baked" into the textures or simulated via pre-placed light sources that don't naturally bounce. A light source illuminates a wall, but the light doesn't bounce off that wall to illuminate the floor.

RTGI solves this by calculating how light bounces around a scene in real-time. It simulates how light behaves in the real world: colors bleed onto nearby surfaces (color bleeding), shadows become softer and more realistic the further they get from the object (contact hardening shadows), and ambient light feels natural rather than flat.

If you’ve used RTGI v0.28 or v0.30, the changes in v0.33 are subtle but significant:

| Feature | v0.30 | v0.33 | |---------|-------|-------| | Performance | Moderate | Optimized (10-15% faster) | | Ray length stability | Some flickering at edges | Smoother, more coherent | | Indirect lighting saturation | Fixed multiplier | Adaptive per-material | | Noise reduction | Temporal (blurry in motion) | Improved temporal + bilateral | | UI presets | Basic sliders | Per-scene smart categories |

The big headline is reduced shimmering. Older RTGI versions had a habit of dancing on fine geometry like chain-link fences or grass. v0.33’s temporal reprojection is noticeably tighter, meaning you can push the ray count higher without the image falling apart.


  • Max ray distance: 5–100 meters (or scene units).
  • Num bounces: 1 (default) — adding more bounces increases realism but multiplies cost; 1–2 is typical.
  • Temporal accumulation / blend factor: 0.85–0.99.
  • Denoiser strength: Low–Medium for subtle cleanup; High may blur fine detail.
  • Roughness-aware sampling: On for glossy materials; off if you want more diffuse-looking GI and slightly better performance.
  • Environment (sky) contribution: 0–1 (set according to how much sky/IBL you want to contribute).
  • Upscaling / internal resolution: Prefer rendering RTGI at half or quarter internal resolution when using high RPP to save performance; combine with high-quality denoiser.
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