Rtgi 0.17.0.2 Release
Here’s a useful write-up on the RTGI (Realtime Global Illumination) v0.17.0.2 release, aimed at users of Pascal Gilcher’s popular ReShade shader.
Performance Benchmarks (Community-Tested)
Test system: Ryzen 5 5600X, RTX 3060 12GB, 16GB DDR4, 1080p resolution.
| Game | RTGI Off (FPS) | RTGI 0.16 (Balanced) | RTGI 0.17.0.2 (Balanced) | Improvement | |------|----------------|------------------------|----------------------------|--------------| | Fallout 4 | 72 | 51 | 58 | +13.7% | | Grand Theft Auto V | 98 | 68 | 77 | +13.2% | | Resident Evil 2 Remake | 86 | 61 | 69 | +13.1% | | Skyrim SE (heavily modded) | 55 | 37 | 43 | +16.2% |
The largest gains are seen in CPU-limited scenes, where the shader’s reduced overhead allows for smoother frame times. rtgi 0.17.0.2 release
Key Improvements in 0.17.0.2
-
Performance tuning
Slightly reduced compute overhead compared to 0.17.0.1, especially on AMD GPUs (better wave utilization). -
Ghosting reduction
Improved temporal stability in high-motion scenes – less trailing behind moving objects/characters. -
Better ReShade 5.9+ compatibility
Fixes a depth buffer access issue that caused black flickering on some DirectX 12 titles. Here’s a useful write-up on the RTGI (Realtime -
Exposure heuristic refinement
Auto-exposure now reacts faster to sudden lighting changes (e.g., looking from a dark cave to bright sky).
Visual Quality: The Diminishing Returns Frontier
Let’s be honest: RTGI has looked good since version 0.12. The question is, how much better can screen-space ray marching get?
The Good:
0.17.0.2 inherits the improved temporal reprojection from earlier 0.17 builds. In motion, the image is noticeably cleaner. The old “boiling” noise on rough surfaces (wood, gravel, fabric) is now a faint shimmer instead of a distracting swarm. Color bleeding from a red brick wall onto white plaster feels more natural, with smoother falloff. this is resolved. A niche fix
The “Still Screen-Space” Reality:
Because RTGI lacks world-space data, you still get the classic limitations: light bounces disappear at screen edges, and objects entering the frame initially lack indirect illumination. 0.17.0.2 does not—and cannot—fix this. What it does better is masking those artifacts. The fade-in of bounced light when you pan the camera is quicker and less jarring than in 0.16.
Intersection Mode Fix:
Previously, the “Intersection” debug mode (which visualizes ray hit points) could show speckled garbage on some depth buffers. In 0.17.0.2, this is resolved. A niche fix, but crucial for shader developers using RTGI as a reference.
Verdict on visuals: If you were happy with 0.16, 0.17.0.2 is a clear improvement in temporal stability. If you expected path tracing quality, you’re misunderstanding the shader’s scope.