Rtgi - 0.17.0.2

Setting up the shader requires a few precise steps to ensure ReShade can properly access your game's data.

A persistent issue with post-process ray tracing is "haloing"—where an object in the foreground bleeds light information from the background. Version 0.17.0.2 implements a . This reduces the "ghosting" effect behind moving characters substantially, though it may require slight tweaking per game.

If you want, I can produce:

Copy the contents of the Textures folder into your game's reshade-shaders\Textures directory. Step 3: Configure the Depth Buffer

The firelight danced. It didn’t just illuminate the bricks. It reached out like fingers, touching the brass of the candlesticks, warming the white lace doily, and most impossibly—casting a faint, flickering glow onto the face of the grandfather clock. rtgi 0.17.0.2

Key features of this version and the general RTGI framework include: Dynamic Lighting:

Tells the shader how "thick" objects are in screen space. Tweak this if you notice light incorrectly leaking through thin objects like pillars or walls. Setting up the shader requires a few precise

created by graphics developer Pascal Gilcher (popularly known as Marty McFly). Originally deployed to community beta testers via Pascal Gilcher's Patreon page , this specific iteration represented a major milestone in post-processing injection history. It bridged the gap between native engine rendering and real-time screen-space path tracing for legacy and modern PC games.

Are you encountering any (like a black screen or inverted graphics)? This reduces the "ghosting" effect behind moving characters