You're interested in a deep review of the ReShade Ray Tracing Shader RTGI 0.3.3 exclusive. I'll provide you with an in-depth analysis of this shader.
Note on Legality: Pascal Gilcher has since moved on to a paid "Mortens" version that is closed-source. While distributing the old 0.33 exclusive is technically a violation of his Patreon terms, it is widely archived. You can usually find the untouched exclusive zip file by searching Github Pascal Gilcher RTGI 0.33 release or checking the ReShade Discord’s "archived-shaders" channel. reshade ray tracing shader rtgi 033 exclusive
That means RTGI 0.33 Exclusive remains the ultimate democratization tool. It allows: You're interested in a deep review of the
Despite its achievements, RTGI v0.33 is not without limitations. Because it relies on screen-space data, it suffers from information loss. If a light source or a reflective object is off-screen (not visible to the camera), the shader cannot calculate light bounces from it. This results in lighting that can pop in and out of existence as the camera moves, a phenomenon known as "disocclusion artifacts." Real-time performance on mid-range GPUs (e
// Shader [numthreads(16, 16, 1)] void CSMain(uint3 dt : SV_DispatchThreadID)Go forth and bounce light. Resurrect your older PC. Turn Mirror’s Edge Catalyst into a path-traced dream. And remember: While it is not true hardware ray tracing, when you see the sunset bounce off a rusty car in GTA V and illuminate a puddle ten feet away... you won't care about the difference.