Rtgi 0.17.0.2 | 2025 |
Classification: High-Fidelity Graphics Injection / ReShade Add-on Developer: Pascal Gilcher (Marty McFly) Status: Legacy / Superseded (Current public versions are significantly higher)
To understand RTGI 0.17.0.2, you need to understand the hardware cost.
Performance delta vs. 0.16.x:
The optimization comes from the early out logic: if a ray hits a surface with low luminance variance, RTGI 0.17.0.2 terminates the ray after 2 bounces instead of the maximum 4. This saves compute without visibly altering the image.
Recommended GPUs:
Note: RTGI 0.17.0.2 still relies on compute shaders, not RT cores. Therefore, Nvidia GTX cards and AMD RX 5000 series run it comparably to low-end RTX cards.
In ReShade UI:
| Setting | Recommended start value | Note | |--------|----------------------|------| | Ray Length | 0.20–0.35 | Larger = farther bounce but more artifacts | | Bounce Count | 2 | 1 for performance, 3+ for quality | | Intensity | 0.6–1.0 | Bounce light brightness | | AO Strength | 0.4 | Ambient occlusion contribution | | Enable specular | On | If game has rough/metal materials | | Temporal accumulation | Off | Not stable in 0.17 – causes ghosting |
Let’s break down what specifically changed from 0.17.0.1 to 0.17.0.2. rtgi 0.17.0.2
Version 0.17.0.2 represents an early development milestone of the RTGI shader framework. This version utilizes Screen Space Ray Tracing (SSRT) to simulate Global Illumination (GI) in real-time within applications that do not natively support ray tracing. While groundbreaking at the time of release, this specific build is now considered outdated and is primarily of interest for archival purposes or specific legacy mod compatibility.
No effect → depth buffer wrong (invert / format)
Too noisy → reduce Ray Length or Intensity, or accept as stylistic
Too dark → increase Intensity / Bounce Count
Too slow → Bounce Count = 1, lower Ray Length
Artifacts on edges → screen-space limitation – unavoidable To understand RTGI 0