Reshade Ray Tracing Shader Rtgi 0.33 -
While there isn't an "official" manual that comes with the download, the RTGI (Ray Traced Global Illumination) 0.33 shader by Pascal Gilcher is one of the most transformative but complex tools available in ReShade.
Because version 0.33 introduces significant changes (especially regarding ambient occlusion and temporal stability), here is an interesting, practical guide on how to get the most out of it.
Best-case games:
- Dark / moody games (Dishonored, Thief, Resident Evil remakes) — the bounce light fills shadows with color from nearby surfaces.
- Static camera or slow-paced games (Disco Elysium, XCOM, Civ) — temporal accumulation works perfectly.
- Older games with baked lighting (Mass Effect Legendary, BioShock) — RTGI adds dynamic bounce light where none existed.
What RTGI Actually Is (And Isn’t)
Let’s get this out of the way early: RTGI 0.33 is not path tracing. It doesn’t have infinite bounces, and it doesn’t know what’s behind your camera or around a corner. Reshade Ray Tracing shader RTGI 0.33
What it does do is brilliant: it traces rays in screen space using the depth buffer and color data from your current frame. Those rays bounce once (or twice, depending on settings) and accumulate over time to create surprisingly natural indirect lighting.
In plain English: shadows get softer, dark corners get a little color bleed from nearby walls, and light fills rooms the way it should. While there isn't an "official" manual that comes
Version 0.33 refines that core idea with better temporal stability, reduced edge artifacts, and a smarter sampling pattern.
What’s new in version 0.33?
If you used RTGI a year ago, you might remember the "noise." Early versions were grainy, had ghosting trails when you moved the camera, and required a PhD in slider-adjusting to look good. Best-case games:
Version 0.33 changes the game.