Reshade Rtgi 0361 Direct

Because RTGI is screen-space, it cannot see behind geometry. Light may leak around corners.

To understand why RTGI 0361 is so impactful, we have to understand what it replaces. Traditional game rendering relies on Rasterization. In a rasterized world, an object exists, and a light source hits it. The engine calculates how bright that object should be based on the direct line of sight to the light.

What rasterization fails to capture is bounce light. In the real world, if you shine a flashlight on a red carpet next to a white wall, the wall glows red. The light bounces. In traditional games? The wall stays white. The carpet stays red. They exist in isolation.

This is why games often feel "gamey" or artificial. They lack the cohesion of light traveling through an environment.

Troubleshooting: If the shader does not appear, ensure the .fx file is not in a sub-folder. 0361 expects the shader to be directly in the Shaders folder.

Software rot is real. Newer drivers break old shaders. Windows updates cause flickering. Yet, the community maintains a simple mantra: If it works, don't update it.

Version 0.3.6.1 endures because it represents the last moment of pure, non-commercial experimentation in real-time lighting. It is messy. It boils. It ghosts. But it also turns the flat, matte textures of Skyrim into a living diorama. It gives Dead Space a tangible dread.

Marty McFly has since moved on to a paid, closed-source model. That is his right. But in doing so, he accidentally froze a masterpiece in amber. RTGI 0.3.6.1 is the ghost in the raster—a piece of software that proves light doesn't need to be perfect to be beautiful. It just needs to bounce.

Final Verdict: Install it on an old RPG. Turn off the HUD. Walk through a forest at sunset. Watch the green leaves cast a subtle green tint onto your character's white armor. That interaction—that unintended consequence of a post-process hack—is the most magical thing real-time graphics have ever produced.

The ReShade RTGI 0.36.1 is a specific iteration of the "Ray Traced Global Illumination" shader developed by Pascal Gilcher (also known as Marty McFly). This shader is designed to bring advanced lighting effects, typically reserved for high-end hardware with native ray tracing support, to virtually any DX9, DX10, DX11, DX12, or Vulkan game through the ReShade post-processing injector. Technical Overview

RTGI uses Screen Space Ray Tracing to simulate how light bounces off surfaces in a game world. Version 0.36.1 was part of the early "Beta" cycle, prior to the major overhauls seen in the 0.5x and 0.7x versions.

Global Illumination (GI): Simulates indirect lighting, allowing colors from one object to "bleed" onto another (e.g., a red wall casting a subtle red glow on a white floor).

Ambient Occlusion (AO): Enhances shadows in crevices and areas where objects meet, providing more depth than standard SSAO or HBAO.

Screen Space Limitation: Because it is a post-processing effect, it only "sees" what is currently rendered on your screen. It cannot calculate light from objects behind the camera or hidden behind other objects. Performance Impact

The 0.36.x branch was known for being highly demanding. While modern versions like Complete RT 1.6 claim significant performance optimizations, earlier versions could easily halve a game's framerate depending on the "Ray Amount" and "Step Amount" settings. Comparisons and Resources

Visual Comparisons: You can find side-by-side visual tests of RTGI against other shaders like CompleteRT and MSRT on YouTube. reshade rtgi 0361

Authenticity: Ensure you obtain these shaders from official sources. The community has faced issues with scams and bad actors attempting to resell or misrepresent these tools.

Updates: Major updates to the shader often include new sky color algorithms and improved motion estimation to reduce "ghosting" or noise. Summary Table: RTGI Features Description Compatibility Works on almost any game with a depth buffer via ReShade Primary Effect

Adds indirect light bounces (Global Illumination) and high-quality AO Requirements High-performance GPU; access to the game's Depth Buffer Distribution Primarily via Pascal Gilcher's Patreon (Marty's Mods) Reshade RTGI vs 'real' Ray-Traced GI

In the context of the ReShade RTGI 0.36.1 shader, "deep piece" likely refers to the Depth Buffer

(Z-buffer), which is the critical component required for the Ray Traced Global Illumination (RTGI) effect to function. marty's mods

RTGI uses the depth buffer to calculate how light rays bounce off objects in 3D space. If this "piece" of the rendering process is not correctly configured, the shader will not apply correctly, often resulting in no visible effect or lighting that "flickers" through menus. marty's mods Troubleshooting the "Deep Piece" (Depth Buffer)

To ensure the depth buffer is working for RTGI 0.36.1, check the following in your ReShade menu: Enable Generic Depth : Go to the tab and ensure the Generic Depth add-on is checked. Select the Correct Buffer

: Under the Generic Depth settings, you will see several depth buffers listed. Select the one that matches your game's resolution and shows the most "movement" when you move your character. Check Preprocessor Definitions

: If the lighting looks upside down or reversed, you must edit the Global Preprocessor Definitions RESHADE_DEPTH_INPUT_IS_REVERSED (or vice versa). RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN if the image appears inverted. Display Depth Shader : To verify what ReShade sees, enable the DisplayDepth.fx

shader. If you see a solid black or white screen, the depth buffer is not being captured, often due to in-game Anti-Aliasing (MSAA) or being in an online game where depth is disabled to prevent cheating. marty's mods for a particular game? Depth - Marty's Mods Guides


Despite newer versions (0370, 0380) existing, 0361 remains the most popular RTGI build for modding older games. Consider these use cases:

The most interesting use case for 0.3.6.1 isn't making pretty games prettier; it's breaking the lighting of old games to make them atmospheric.

Take Silent Hill 2 (original) or Vampire: The Masquerade – Bloodlines. These games use baked, static lighting. When you inject RTGI 0.3.6.1, the shader overrides the static shadows with dynamic bounce light. Suddenly, a dark corner in an apartment isn't just black—it is softly illuminated by the blue light from the window bouncing off the floor. The shader introduces "indirect lighting" where none existed.

However, because it is screen-space, the illusion breaks at the edges of the monitor. Light that exists off-screen cannot bounce onto what you see. This leads to a fascinating gameplay quirk: players learn to "paint" with their camera. By looking at a bright wall, you charge the shader with bounced light; by snapping back to the dark hallway, that light spills inward. It is an emergent, mechanical dance between the player and the algorithm.

You might be wondering: Why not just download the newest version? The modding community has largely settled on 0361 as the "golden standard" for three reasons: Because RTGI is screen-space, it cannot see behind geometry

Version: 0.36.1
Author: Pascal Gilcher (Marty McFly)
Type: Ray Traced Global Illumination (Screen-Space)

Overview
RTGI v0.36.1 adds realistic indirect lighting and bounce lighting to any DirectX 9–12, OpenGL, or Vulkan game. Unlike standard screen-space ambient occlusion (SSAO), RTGI traces rays in screen space to compute both occlusion and color bleeding from nearby surfaces.

Key Features (0.36.1)

Recommended Settings (Starting Point)

| Setting | Value (Quality) | Value (Performance) | |--------------------|----------------|----------------------| | Ray Length | 0.35 – 0.55 | 0.25 – 0.40 | | Intensity | 1.0 – 1.8 | 0.8 – 1.2 | | Bounce Count | 1–2 | 1 | | Ray Resolution | Half (or Full) | Quarter | | Temporal Stability | 0.70 – 0.85 | 0.50 – 0.65 | | Denoiser Strength | 0.60 – 0.80 | 0.40 – 0.60 |

Important Notes

Compatibility

Common Issues & Fixes

Credits
Shader by Pascal Gilcher (Marty McFly). RTGI is part of the qUINT suite or available via the Marty Mods ReShade shader repository.


Ray Tracing for Every Game: Mastering ReShade RTGI 0.36.1 ReShade RTGI (Ray Traced Global Illumination)

is a revolutionary post-processing shader developed by Pascal Gilcher (Marty McFly) that brings advanced lighting effects to games that don't natively support them. Version 0.36.1 represents a stable, highly popular iteration of this tech, often favored for its balance of visual fidelity and performance on non-RTX hardware. What is RTGI 0.36.1? Unlike native hardware ray tracing (like in Metro Exodus ), RTGI uses screen-space path tracing

. It analyzes the depth buffer and color information already on your screen to simulate how light bounces off surfaces. Hardware Independent

: You don't need an RTX card to run it; it works on almost any modern GPU. Real-Time Global Illumination

: Adds "light bounces," allowing colors from one object to bleed onto another, creating much more realistic scenes. Immersive Ambient Occlusion

: Produces deep, physically accurate shadows in corners and crevices. How to Install RTGI 0.36.1 Despite newer versions (0370, 0380) existing, 0361 remains

Since RTGI is a premium shader, you typically acquire it through Marty McFly’s Patreon How To ReShade RTGI - Install and Adjust

The latest update for Pascal Gilcher’s Ray Tracing Reshade (RTGI) is version 0.36.1, which introduces several quality-of-life improvements and performance optimizations for real-time ray-traced global illumination. Key Updates in RTGI 0.36.1

Enhanced Denoising: Improved spatial and temporal filters to reduce "noise" and shimmering, especially in motion.

Performance Optimization: Refined shader code to lower the GPU overhead, making it more viable for mid-range hardware.

Better Compatibility: Increased stability with the latest versions of Reshade (6.0+) and improved support for DX11/DX12 titles.

Infinite Bounces Emulation: Tweaks to how light bounces are simulated to provide more accurate color bleeding from surfaces. How to Get It

This shader is technically "early access" software. To download version 0.36.1, you generally need to:

Support the Creator: Access is provided via Pascal Gilcher’s Patreon (Marty McFly).

Download the Zip: Once subscribed, download the ReShade_GI_0.36.1.zip. Installation:

Extract the Shaders and Textures folders into your game's reshade-shaders directory.

Ensure Depth Buffer is correctly configured in Reshade for the effect to work. Pro Tip for 0.36.1

If you experience "ghosting," try adjusting the Temporal Smoothing slider in the RTGI settings. Lowering it reduces trailing but increases noise, while higher values make the image cleaner at the cost of some responsiveness.

It seems you're referring to ReShade RTGI (Ray Traced Global Illumination) by Pascal Gilcher (also known as Marty McFly), specifically version 0.361 or a variant of the shader with a build identifier like 0361.

Here's what you likely need to know: