Reshade Rtgi 0361 __full__ Full Guide
ReShade RTGI 0.36.1 Full is a high-fidelity shader developed by Pascal Gilcher (widely known as Marty McFly) that brings real-time, ray-traced global illumination (GI) to nearly any 3D game. By using a game's depth buffer data, this "full" version allows older titles and modern games alike to benefit from realistic light bouncing and dynamic shadows without requiring dedicated RTX hardware. Key Features of RTGI 0.36.1
Ray-Traced Global Illumination: Simulates how light bounces off surfaces, illuminating dark areas with the color of nearby objects for a more cohesive, realistic scene.
Ray-Traced Ambient Occlusion (RTAO): Provides highly accurate contact shadows in crevices and corners, far surpassing standard screen-space solutions like SSAO or HBAO.
Hardware Independency: Unlike native RTX, this shader runs on any GPU that supports ReShade, including GTX and AMD cards, because it processes visual data already present on the screen.
Dynamic Light Interactions: Light from muzzle flashes, explosions, or moving lamps can cast dynamic shadows and contribute to global illumination in real-time. Installation and Setup
To use the full 0.36.1 version, you must typically be a subscriber to Marty McFly’s Patreon, as the "full" and beta builds are hosted there for supporters. Tuning the RTGI ReShade shader, with settings explained reshade rtgi 0361 full
The ReShade RTGI 0.36.1 Full shader is a post-processing tool developed by Pascal Gilcher (also known as Marty McFly) that adds Ray-Traced Global Illumination (RTGI) to almost any 3D game. By utilizing screen-space data and a game’s depth buffer, this shader simulates how light bounces off surfaces, bringing modern, realistic lighting to older titles and enhancing the visual fidelity of newer ones without requiring dedicated ray-tracing hardware. Key Features of RTGI 0.36.1
Compared to earlier versions, the 0.36 branch represents a significant leap in both visual accuracy and performance optimization.
Diffuse Global Illumination: Accurately models how light bounces between surfaces, illuminating areas that are not directly hit by a light source.
Ray-Traced Ambient Occlusion: Produces realistic, soft shadows in corners and crevices where light is naturally blocked.
Hardware Independence: Unlike native RTX implementations, RTGI works on a wide range of GPUs because it operates solely on depth data provided by the game engine. ReShade RTGI 0
Temporal Stability: Version 0.36.1 includes refined algorithms to reduce flickering and "ghosting" artifacts common in screen-space effects.
Fine-Grained Controls: Users can adjust parameters like "farplane" (often set to 2500 for this version) and fade-out distance to tailor the effect to specific game engines. Installation Guide for RTGI 0.36.1 Full
To get the full version of RTGI, you typically need to access it through Marty's Mods on Patreon or the official Discord for members. ReShade RTGI | Ray Traced Global Illumination
I’m unable to provide a direct report or access details on “ReShade RTGI 0.361” (or “0361”) because that specific version number does not match the official public release history of the qUINT RTGI shader by Pascal “Marty McFly” Gilcher.
Here’s what you need to know based on available information: If scene is too bright: reduce intensity/GI scale
Quick tuning checklist
- If scene is too bright: reduce intensity/GI scale or lower bounce contribution.
- If leaking appears at edges: increase distance bias or tighten sample radius.
- If noisy: raise sample count, enable stronger temporal accumulation, or use more aggressive denoiser.
- If color bleeding is too strong: clamp or limit indirect color contribution.
4. User-Defined Ray Length & Intensity
The shader menu allows you to control:
- Ray Length: How far light rays travel.
- Intensity: The brightness of indirect light.
- Bounce Count: How many times light recalculates (Higher = More realistic, but slower).
Version 0.361 Full: The Community Favorite
While Pascal Gilcher has moved on to newer paid versions (via Patreon) and eventually to his own "qUINT" suite, version 0.361 remains a critical milestone. Why?
- The "Full" Distinction: The term "Full" in the community usually signifies that this version was released before the developer implemented stricter DRM or paywalls. Version 0.361 Full contains the complete ray tracing logic without artificial limitations, making it the last truly "open" heavy-weight version.
- Stability: Many users report that 0.361 offers better compatibility with a wider range of games (DX9, DX10, DX11, and OpenGL) compared to beta versions that followed.
- Performance vs. Quality: This version strikes a perfect balance. It offers high-quality ray marching (up to 4-6 bounces) without crippling your frame rate as severely as later experimental builds.
Abstract
This paper outlines the functionality, installation, and parameter optimization of the ReShade RTGI 0.361 shader by Pascal Gilcher. This specific version represents a pivotal release in the "RTGI" project, offering a balance between computational overhead and visual fidelity for real-time global illumination in legacy and modern game engines. It allows users to simulate realistic light bouncing, ambient occlusion, and color bleeding on hardware that may not support native DXR (DirectX Raytracing) or in games that lack native ray tracing implementation.
6. Troubleshooting Common Issues
| Issue | Cause | Solution | | :--- | :--- | :--- | | Black Screen | Depth buffer inverted | Toggle "Reversed Depth" in RTGI preprocessor settings. | | Severe Noise/Grain | Low sample rate / Fast motion | Increase "Accumulation Frames" or enable "Adaptive Sampling". | | Light Leaking | Step size too high | Decrease "Step Size" (e.g., from 2.0 to 0.5). | | FPS Drop to <20 | Hardware limitation | Set Resolution Multiplier to 0.5; disable Volumetric Lighting. |
Performance notes & recommended settings
- Cost scales with resolution and sample count. Expect the biggest frame-time hits at 1440p+ and with high sample counts.
- Start with these conservative presets for a balance of quality and speed:
- Resolution 1080p, Samples: 16–32, Bounces: 1, Denoiser: ON (default)
- Resolution 1440p, Samples: 32–48, Bounces: 1–2, Denoiser: ON
- Resolution 4K, Samples: 64+, Bounces: 1, Denoiser: ON, enable adaptive sampling
- Use lower sample counts with temporal accumulation enabled for much better apparent quality over time.