Reshade Ray Tracing Shader Rtgi 033 ((hot)) Jun 2026
Before diving into the specifics of RTGI 0.33, it helps to understand the underlying framework: ReShade. ReShade is an open-source post‑processing injector that sits between a game’s renderer and your display, allowing you to apply custom shader effects after the game has finished its rendering pass. Because it works in the post‑processing stage, ReShade can enhance lighting, add depth of field, apply colour grading, and more—without modifying the game’s original assets or requiring deep engine access.
is a premium shader developed by Pascal Gilcher (also known as Marty McFly). It simulates real-time ray-traced global illumination, ambient occlusion, and bounce lighting. Unlike native hardware ray tracing (DXR) which calculates intersections using the game’s actual 3D geometry data, RTGI utilizes the game’s depth buffer to estimate how light rays bounce off surfaces visible on your screen. Key Features of the 0.33 Architecture
The RTGI shader was created by developer Pascal Gilcher, known online as . Gilcher’s Screen‑Space Ray Traced Global Illumination (SSRTGI) debuted in May 2019 and quickly became a staple of graphics‑enhancement packs. The effect became so popular that Nvidia even incorporated a version of it into GeForce Experience’s Freestyle suite. reshade ray tracing shader rtgi 033
Toggle RESHADE_DEPTH_INPUT_IS_REVERSED or RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN until the screen shows a clear grayscale depth map. 💡 Configuring RTGI 0.33
| Setting | Effect | |:--------|:-------| | | Controls the number of ray steps and samples. Higher values produce more accurate illumination but increase GPU load. Options typically range from “Low” to “Ultra”. | | Resolution | The internal resolution at which rays are traced. “Full” gives the best quality; “Half” or “Quarter” significantly improve performance at the cost of some precision. | | Intensity | How much bounce lighting is added. Values around 0.3 – 0.8 are subtle and natural; values above 1.0 create dramatically over‑lit scenes. | | Bounce | Number of times light can reflect between surfaces. Higher values produce more realistic indirect illumination but increase noise and GPU cost. 2–3 bounces is a good balance. | | Luminance | Affects how bright light sources are interpreted. Raising this value can make lights bleed more aggressively into dark areas. | | Radius | The maximum distance over which light bounces are evaluated. Lower values limit the effect to nearby surfaces (faster), higher values allow long‑range illumination (slower). | | Fade Start / Fade End | Define at what distance the RTGI effect smoothly fades out. Useful for keeping distant objects from becoming unnaturally bright. | | Depth Tolerance | Determines how aggressively the shader differentiates between foreground and background objects. Adjust this if you notice light “leaking” through thin walls or around occluders. | Before diving into the specifics of RTGI 0
Ultimate Guide to ReShade RTGI 0.33: Transforming Gaming with Screen-Space Ray Tracing
The 0.33 version was a major milestone for the Marty's Mods collection. Its primary advancement was the integration of , which dramatically improved temporal stability. is a premium shader developed by Pascal Gilcher
Enter —the latest stable evolution of the community’s most beloved screen-space ray tracing shader. It isn’t full path tracing, and it won’t turn your old GTX 1060 into an RTX 4090. But what it will do is transform lighting, shadows, and ambient occlusion in ways that built-in game engines often can’t touch.
But when it works? You’ll find yourself just looking at walls. Admiring how light finally behaves like light. And for $0 and an hour of setup, that’s a pretty good deal.
: Because it relies on the depth buffer rather than specialized hardware, it works on almost any GPU, including older non-RTX cards. Key Features of Version 0.33
It is important to understand what RTGI does—and does not—do, especially when comparing it to a game’s built‑in ray tracing.