Reshade Rtgi 0361 |top| May 2026
Title: "Enhanced Graphics with ReShade RTGI 0.3.6.1: A Game-Changer for PC Gamers"
Introduction: ReShade is a popular post-processing injector for PC games that allows users to enhance their gaming experience with various graphical effects. One of the most exciting features of ReShade is its Real-Time Global Illumination (RTGI) capability, which brings lifelike lighting to games. The latest version, ReShade RTGI 0.3.6.1, promises to take graphics rendering to the next level. In this article, we'll dive into the features and benefits of ReShade RTGI 0.3.6.1 and what it means for PC gamers.
What is ReShade RTGI 0.3.6.1? ReShade RTGI 0.3.6.1 is an updated version of the ReShade injector that focuses on enhancing the lighting in games using real-time global illumination. This technology allows for more accurate and realistic lighting simulations, creating a more immersive gaming experience. With RTGI, gamers can enjoy:
- More realistic light reflections and refractions
- Enhanced ambient occlusion
- Improved lighting accuracy in complex scenes
Key Features of ReShade RTGI 0.3.6.1:
- Improved Performance: ReShade RTGI 0.3.6.1 is optimized for better performance, reducing the strain on system resources while maintaining high-quality graphics.
- Enhanced Lighting: The update brings more accurate and detailed lighting simulations, including support for multiple light sources and complex geometry.
- Increased Compatibility: ReShade RTGI 0.3.6.1 supports a wider range of games and graphics APIs, including DirectX 11, 12, and Vulkan.
Benefits for PC Gamers: ReShade RTGI 0.3.6.1 offers several benefits for PC gamers:
- Immersive Gaming Experience: With more realistic lighting, gamers can become fully engaged in their favorite games, feeling like they're part of the action.
- Visual Fidelity: ReShade RTGI 0.3.6.1 enhances the overall visual quality of games, making them look more realistic and detailed.
- Customization: Users can tweak and customize the RTGI settings to suit their preferences and system capabilities.
Installation and Usage: Installing ReShade RTGI 0.3.6.1 is relatively straightforward:
- Download the ReShade injector from the official website.
- Extract the files to your game's directory.
- Launch the game and press the "Home" key to open the ReShade menu.
- Enable RTGI and adjust settings as desired.
Conclusion: ReShade RTGI 0.3.6.1 is a significant update that brings enhanced graphics and lighting to PC games. With its improved performance, increased compatibility, and customizable settings, this version is a must-have for gamers looking to elevate their gaming experience. Whether you're a seasoned gamer or just starting out, ReShade RTGI 0.3.6.1 is definitely worth checking out.
System Requirements:
- Operating System: Windows 7/8/10 (64-bit)
- Graphics API: DirectX 11, 12, or Vulkan
- GPU: NVIDIA GeForce GTX 1060 or AMD Radeon RX 580 (or higher)
Download Link: [Insert download link]
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 post-processing shader is famous for bringing a simulated form of ray-traced lighting to games that don't natively support it, regardless of whether you have an RTX-capable graphics card. Core Functionality
Unlike hardware-native ray tracing, RTGI works at the post-processing level: Screen-Space Ray Tracing : It uses the game's depth buffer
to "trace" rays across the current screen, calculating how light should bounce off surfaces and cast soft shadows. Dynamic Lighting
: It adds "bounce lighting," allowing bright surfaces to bleed their color onto surrounding objects, which significantly increases realism in older titles. Hardware Independence
: It does not require specialized RT cores, making it compatible with a wide range of GPUs as long as the game allows ReShade to access depth data. Key Features of Version 0.36.1 and Recent Updates
While specific changelogs for minor sub-versions are often hosted on Marty's Mods Patreon
, the 0.36.x series focuses on refining the "iMMERSE" framework: marty's mods Mitosis (Dual Shaders)
: Recent iterations have split RTGI into separate diffuse and specular shaders to improve stability, maintainability, and per-pixel performance. Motion Vector Integration
: Version 0.33 and beyond utilize motion vectors for better temporal denoising, which reduces the "ghosting" or "shimmering" artifacts common in earlier screen-space effects. Spectral Rendering reshade rtgi 0361
: Newer builds handle light transport in a "spectrally aware" manner, preventing the oversaturation and hue shifts (like orange lights turning red) that plagued older RGB-based GI solutions. Enhanced Denoising
: The shader includes sophisticated filters to smooth out the "noise" created by the ray-casting process without blurring the underlying game textures. Performance and Setup
: Even as a post-process effect, RTGI is demanding. Users often report a 15-25% drop in frame rates depending on the number of "rays" and "steps" configured. Configuration
: To get the best look, users must calibrate the "display depth" within
to ensure the shader "sees" the game world correctly. Incorrect depth settings can cause the lighting to look like a flat overlay.
: While older versions may be available in public repositories, the latest and most stable builds (including 0.36.1) are typically reserved for beta testers on Marty's Mods Patreon Portal Reshade RTGI - The Working Class' RTX Portal Dec 22, 2565 BE —
Since version 0.36.1 represents a specific point in the development of Pascal Gilcher’s (Marty McFly) RTGI shader, a paper on this topic would typically explore the technical intersection of screen-space ray marching and global illumination within a post-processing framework.
Here is a structured overview of what a technical paper for ReShade RTGI 0.36.1 would cover. Technical Overview: ReShade RTGI v0.36.1
Title: Path-Traced Screen-Space Global Illumination (SSGI) in Generic Post-Processing InjectorsAuthor Reference: Based on the work of Pascal Gilcher (Marty's Mods) 1. Abstract
This paper analyzes the implementation of a path-tracing heuristic within a post-processing environment. Unlike native ray tracing, which utilizes full scene geometry, ReShade RTGI 0.36.1 leverages the linear depth buffer and color buffer to approximate indirect lighting. It details the transition toward higher temporal stability and better motion vector integration seen in the 0.3x version cycle. 2. Core Methodology: Ray Marching vs. Ray Tracing
Because ReShade does not have access to the game’s 3D engine geometry, it uses Ray Marching.
Depth Buffer Sampling: The shader casts rays from the camera through each pixel.
Intersection Testing: Rays "march" through the depth buffer to find where they hit visible surfaces.
Data Limits: Since it only sees what is on screen, objects behind the camera or occluded by other objects do not contribute to the lighting (the "Screen Space" limitation). 3. Key Enhancements in Version 0.36.x
Version 0.36.1 focused heavily on accuracy and performance optimization compared to early 0.1x builds.
Temporal Stability: Improved filters to reduce "ghosting" (trails behind moving objects).
Sky Lighting: Introduction of "Sky Color" parameters to fake light coming from off-screen sources.
Z-Thickness Logic: Refined algorithms to estimate how "thick" an object is, preventing light from leaking through thin walls or character limbs. 4. Performance Impact Title: "Enhanced Graphics with ReShade RTGI 0
Implementing RTGI in screen space is computationally expensive.
Frame Rate: Activation often results in a 30-50% performance hit depending on resolution and ray count.
Hardware: While it is "hardware independent" (works on non-RTX cards), it requires a modern GPU to maintain playable framerates. Comparison: RTGI vs. Standard Lighting Standard SSAO ReShade RTGI Native Ray Tracing Light Bounces None (Shading only) Single/Multiple Bounces Infinite Bounces Color Bleeding Yes (Color transfer) Data Source Screen Depth Screen Depth + Color Full 3D Mesh Hardware Req. Moderate/High DXR-compatible GPU Summary of Best Practices
If you are looking to optimize version 0.36.1, the community generally suggests:
Disable In-Game AA: Anti-aliasing can blur the depth buffer, breaking the ray tracing.
Check Depth Access: Use the DisplayDepth shader first to ensure ReShade can "see" your game's depth map.
Use Launchpad: Position the Launchpad shader above RTGI to provide better motion vectors and data pre-processing. If you'd like, I can help you:
Write a specific section (like the Introduction or Conclusion) Create a setup guide for a specific game Explain the math behind the ray marching algorithm Let me know how you want to expand this paper! ReShade | RTGI v0.20 Walkthrough
The ReShade RTGI 0.36.1 refers to a specific legacy version of the Ray Traced Global Illumination (RTGI) shader developed by Pascal Gilcher, also known as Marty McFly. This shader is a post-processing tool that introduces ray-traced lighting and shadows into video games that do not natively support them. Overview of RTGI 0.36.1
In the development timeline of RTGI, version 0.36.1 represents an early stage of the shader's evolution. RTGI functions by utilizing a game's "depth buffer" to calculate how light should realistically bounce off surfaces and cast soft shadows within the player's field of view. Key Features and Mechanics
Screen-Space Ray Tracing: Unlike hardware-accelerated ray tracing (found in RTX cards), RTGI is "screen-space". It only calculates lighting for objects currently visible on your screen, meaning it cannot account for light sources or objects behind the camera or off-screen.
Global Illumination (GI): This simulates the physical behavior of light, allowing it to "bounce." For example, if light hits a red floor, it will subtly reflect a red tint onto the surrounding walls.
Ambient Occlusion: It provides highly accurate contact shadows in corners and crevices, adding depth and "weight" to 3D objects.
Hardware Independence: One of the most significant aspects of this version is that it does not require an NVIDIA RTX or AMD RX 6000-series card. It runs on any hardware capable of supporting ReShade, though it is computationally demanding. Performance and Setup
Impact: Version 0.36.1 was known for being a heavy "beta" version. Activating it typically results in a significant drop in frame rate, often 30-50% depending on the complexity of the scene.
Prerequisites: To use it, users must have ReShade installed and ensure the game's depth buffer is correctly accessed (often requiring the disabling of in-game Anti-Aliasing).
Availability: Most versions of RTGI, including early ones like 0.36.1, were primarily distributed through the creator's Patreon.
While newer versions (such as 0.5x or 0.7x) have since introduced features like restir (for more light sources) and improved temporal stability, version 0.36.1 remains a milestone for bringing "next-gen" lighting to older titles. Key Features of ReShade RTGI 0
Installation Steps
- Install Base ReShade: Run the ReShade installer. Select your game’s executable (e.g.,
Cyberpunk2077.exe). Choose DX10/11/12. During the effects selection phase, deselect all packages (you will add RTGI manually). - Extract RTGI 0361: Unzip the
RTGI 0361.zipfile. You will see a folder namedShadersandTextures. - Copy Files: Navigate to your game’s root folder where
ReShade.iniis located. Paste theShadersandTexturesfolders here. - First Launch: Start your game. The ReShade overlay should appear (press Home key). Go to the "Settings" tab and ensure the shader and texture paths point to the folders you just pasted.
- Activate RTGI: In the "Home" tab, click on the
+icon to add effects. Search forRTGI. You should seeqUINT_rtgi.fx. Select it.
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.
Why 0.3.6.1 Endures
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.
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:
Prerequisites
- A copy of the ReShade framework (version 5.0 or higher, but 5.9.2 is recommended).
- The RTGI 0361 shader files (usually found via Marty’s Patreon or community archives; note that RTGI is a pay-what-you-want product).
- The game you want to mod (ideally a DirectX 10, 11, or 12 title).
ReShade RTGI v0.36.1 – Shader Description
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)
- Improved temporal stability – Reduced flickering and noise compared to earlier 0.36 builds.
- Perceptual color boost – More accurate diffuse illumination color bleed.
- Fine-tuned edge detection – Less light leaking around object edges.
- Performance optimizations – Slightly lower overhead for same ray count.
- Better ReSTIR-like sampling – Smoother integration with high-frequency details.
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
- RTGI is screen-space – objects off-screen or behind the camera do not contribute light.
- Works best with depth buffer access (enable in ReShade add-on mode or via global preprocessor definitions).
- For HDR games, reduce
Intensityto 0.5–1.0. - If you see ghosting, increase
Temporal Stabilityor lowerDenoiser Strength.
Compatibility
- ReShade 5.0+ with add-on support (required for depth buffer and motion vectors).
- Not compatible with overlays that block depth buffer access (e.g., some anti-cheat software).
Common Issues & Fixes
- No effect → Check depth buffer is set to
Copy before clear operations. - Black/white image → Disable
Reverse depthor toggle it in RTGI settings. - Flickering → Increase
Temporal Stabilityto 0.85+ or raise ray count.
Credits
Shader by Pascal Gilcher (Marty McFly). RTGI is part of the qUINT suite or available via the Marty Mods ReShade shader repository.
How it works (technical overview)
- Depth + normal reconstruction: uses the game's depth buffer and normal buffer (or reconstructs normals from depth if explicit normals are unavailable).
- Ray marching in screen space: for each pixel, the effect marches along a hemisphere oriented by the surface normal to sample scene depth/color and estimate occlusion and incoming radiance.
- Bent cone / importance sampling: sampling distribution focuses on directions that matter (nearby geometry) to improve convergence.
- Temporal accumulation: history buffer blends current-frame samples with previous frames using motion vectors (if available) or reprojection heuristics to reduce noise.
- Denoising: bilateral and/or A-Trous filters applied in normal/depth/color space to remove remaining variance while keeping edges.
- Final composition: adds indirect lighting contribution to the scene, optionally clamped/saturated to avoid overbrightening, with tone mapping applied after.
Optimizing RTGI 0361 Settings for Your GPU
Installing the shader is easy; tuning it is the art. Here are the recommended starting points for ReShade RTGI 0361.