Zum Inhalt springen

Reshade Ray Tracing Shader Rtgi 0.33 ^hot^ -

Download the standard shader packs when prompted (SweetFX and Quint are highly recommended). Step 2: Add the RTGI 0.33 Shader

While RTGI 0.33 is a technical marvel, it is bound by the laws of screen-space processing:

Before setting up RTGI, ensure your system and game meet these three prerequisites:

When a ray hits an object in the depth map, it samples the color of that pixel. Reshade Ray Tracing shader RTGI 0.33

: The hallmark feature of 0.33 was the integration of motion vectors . Previous versions often suffered from "ghosting"—visual trails left behind moving objects—because the shader didn't understand how pixels moved from one frame to the next. By utilizing motion vectors, RTGI 0.33 significantly reduced these artifacts, allowing the ray-traced light to "stick" to moving geometry more accurately.

Install the latest version of ReShade (ensure you select the "full add-on support" version for proper depth buffer access).

Increase "Ray Step Size" to cover more ground with fewer calculations. Resolution Scale: Download the standard shader packs when prompted (SweetFX

Controls how many rays are cast per pixel. Set this to 3 or 4 for gameplay, and 7 or higher for screenshots. Higher values clean up noise but severely lower performance.

RTGI 0.33 hooks into a game’s depth buffer. This is a grayscale map representing the distance of objects from the camera. The shader casts virtual rays across this depth map. It calculates how light hits surfaces, creates shadows in crevices, and bounces colors onto nearby objects. Key Version 0.33 Enhancements

| Problem | Cause | The Fix | | :--- | :--- | :--- | | | Low temporal samples | Increase game TAA sharpness. Ensure you are running at a stable framerate (fluctuating FPS breaks the temporal accumulation). | | Light "swimming" / Flickering | Aggressive motion | Lower the Radius . Large radii are unstable during camera movement. | | Everything is dark | Exposure mismatch | Use GI Brightness or Post Bloom brightness. Avoid using Bounce Intensity to brighten the scene; it looks fake. | | Washed out colors | Saturation too high | Lower GI Saturation . Real GI is subtle; it shouldn't look like a neon paint spill. | Increase "Ray Step Size" to cover more ground

is the specific build of a shader written by developer Pascal "Marty McFly" Gilcher. Unlike the official "Reshade 5.0" raytracing demo, RTGI 0.33 uses ReSTAR DI (Stochastic Ray Traced Ambient Reflection with Directional Incidence). In layman's terms: It screenspaces a limited number of ray samples per pixel to simulate how light bounces.

While RTGI 0.33 feels like magic, it is limited by screen-space data. Because it relies on the depth buffer,

×
×
  • Neu erstellen...