Reshade Rtgi 0361 90%
Here’s a clean, informative text block you can use for a preset description, forum post, or README for ReShade RTGI (Ray Traced Global Illumination) v0.36.1 by Pascal Gilcher (Marty McFly).
Common artifacts & fixes
- Noise: increase samples or temporal accumulation.
- Ghosting/Smearing: enable motion vectors or lower temporal blend.
- Light leaks across thin geometry: increase thickness/bias or use geometry-aware masking.
- Overbright spots (fireflies): enable clamping or lower max contribution.
- Loss of fine detail from aggressive denoising: reduce denoiser strength or edge smoothing.
For Low-End (GTX 1660 / RX 580)
- Quality: Low (4 samples)
- Bounce Count: 1 (Use SSGI fallback)
- Resolution Scale: 0.5
- Edge Stopping: High (to reduce haloing)
- Disable Temporal: On (to save VRAM)
The Solution: Screen-Space Ray Tracing
Reshade RTGI works by injecting a compute shader into your game’s rendering pipeline. It utilizes your GPU (preferably NVIDIA, given the architecture, though AMD support is viable) to perform ray tracing calculations. reshade rtgi 0361
However, there is a catch. Unlike native hardware ray tracing (RTX), which traces rays through the full 3D geometry of the scene, Reshade RTGI is a Screen-Space effect. It only knows what the camera sees. Here’s a clean, informative text block you can
Version 0361 is significant because it optimizes this screen-space limitation. It takes the depth buffer and color buffer of your game and traces rays from every pixel to determine how light should bleed onto it. Common artifacts & fixes
- Before RTGI: A character stands in a dark green forest. Their skin looks gray and flat.
- After RTGI 0361: The shader detects the green foliage. It calculates ambient light bouncing off the leaves and tints the character’s skin with a subtle, realistic green hue.
For High-End (RTX 4070+ / RX 7800 XT)
- Quality: High (16 samples per pixel)
- Bounce Count: 3
- Temporal Frame Influence: 0.85
- Resolution Scale: 1.0 (Full resolution)
- AO Intensity: 0.65
- GI Intensity: 1.2
The Ray Tracing Revolution on a Budget: A Deep Dive into Reshade RTGI 0361
For years, the divide between "current-gen" and "last-gen" gaming graphics was defined by a single, elusive metric: lighting. We had high-resolution textures, complex shaders, and 4K displays, but something always felt flat. That "something" was the lack of Global Illumination (GI).
While NVIDIA and AMD battle it out with expensive hardware ray tracing cores, a quiet revolution has been happening in the modding scene. Specifically, the release of Reshade RTGI 0361 (Pascal Gilcher’s Ray Traced Global Illumination shader) represents a pivotal moment in how we perceive virtual worlds.
This isn't just a filter; it is a fundamental rewriting of how your GPU interprets light. Let’s take a deep dive into why this specific version of the shader has become the gold standard for visual enhancement.


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