Reshade Rtgi 0.36.1 -
RTGI 0.36.1 represents a significant milestone in the evolution of Marty McFly’s (Pascal Gilcher) groundbreaking Ray Traced Global Illumination shader for ReShade. Often referred to as "Screen Space Ray Tracing," this specific version remains a popular reference point for users seeking to bridge the gap between traditional rasterized graphics and modern ray-traced lighting without requiring hardware-specific RT cores. What is RTGI 0.36.1?
Common Issues and Troubleshooting
"No Depth Buffer" Detected
- Fix: In ReShade settings, change "Depth Buffer Copy" to
Before Clear. Alternatively, toggle HDR off in Windows. Many anti-cheat engines block depth access (unplayable in Call of Duty or Fortnite).
- Solution: In ReShade settings, change
Depth Buffer AccesstoCopy before clear. Or disable anti-aliasing that uses depth (e.g., TAA in some engines).
The Future: Should You Upgrade?
As of writing, Pascal Gilcher has moved on to "RTGI Reborn" and a proprietary denoiser available on his Patreon. Version 0.36.1 is considered abandonware—it will never receive updates. Reshade Rtgi 0.36.1
- Increase Samples and Bounces moderately.
- Use blue-noise sampling if available.
- Raise Temporal accumulation length but tune motion weight to prevent ghosting.
- Reduce denoiser strength where possible to preserve detail; prefer temporal denoising over spatial for crispness.
- Fine-tune radius to match scene scale (large open areas = larger radius).
- Tweak combine mode and intensity so indirect lighting doesn’t wash out direct lighting contrast.
- Reintroduce subtle color bleeding (chromatic influence) for realism, but keep intensity low.
- Use LUTs / color grading at the final stage to unify RTGI result with scene tone.