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Reshade Ray Tracing Shader Rtgi 033 [better] Guide

Avoid touching “Ray Step Count” unless you know what you’re doing.

Copy the qquint.fx and associated files into your game's reshade-shaders/Shaders folder.

Is the depth buffer (can you see standard ambient occlusion)?

Depending on the resolution and the number of rays cast, you may experience a significant drop in frames per second (FPS). reshade ray tracing shader rtgi 033

Older versions of screen-space ray tracing suffered from "noise" or graininess because fewer rays were cast to save performance. Version 0.33 utilizes advanced temporal filtering, blending data from previous frames to smooth out lighting artifacts without melting your graphics card. Hardware and Software Requirements

user wants a long article about "reshade ray tracing shader rtgi 033". This is likely a specific version of a ray tracing shader for ReShade, known as RTGI (Ray Traced Global Illumination) by Pascal "Marty McFly" Gilcher, specifically version 0.33. I need to gather information about this shader, its features, installation, performance, and comparisons.

On mid-range hardware, such as an Nvidia GTX 1060 or an AMD RX 570, enabling RTGI 0.33 at default or high-quality settings is "very demanding on PC resources," often resulting in severe frame rate drops. Some users have reported that enabling RTGI can reduce performance by 30 frames per second or more in GPU-intensive titles. It is generally recommended for users with high-end cards (RTX 2070 Super or better) for a smooth 60 FPS experience. However, even on high-end rigs, the performance cost can be noticeable; for instance, a preset was noted to cause a massive FPS drop on even a powerful system. Avoid touching “Ray Step Count” unless you know

Reshade’s RTGI 0.33 (Ray-Traced Global Illumination) is a community shader that simulates real-time global illumination inside Reshade by tracing rays in screen-space and reconstructing indirect lighting. It’s widely used to boost scene depth, color bleeding, and realistic indirect illumination in unsupported engines without native ray tracing. This post summarizes what RTGI 0.33 does, how it works, installation and setup, configuration tips, common trade-offs, and troubleshooting.

ReShade is a generic post-processing injector for games and video software. Pascal Gilcher (known online as Marty McFly) developed , which stands for Ray Traced Global Illumination .

RTGI 0.33 utilizes the game’s depth buffer to simulate how light bounces off surfaces, casts realistic shadows, and bleeds color onto adjacent objects. Version 0.33 represents a highly refined iteration of this shader, introducing advanced denoising algorithms, better temporal stability, and code optimizations that lower the performance penalty compared to older builds. Key Features of RTGI 0.33 1. True Global Illumination (GI) Depending on the resolution and the number of

Has anyone found a "perfect" preset balance for 0.33 yet? I’m currently tweaking the Radius and Depth settings to try and minimize the ghosting effect in fast-paced scenes. Drop your screenshots and settings below!

If you downloaded a preset (an .ini file) designed for RTGI 0.33:

| | ReShade RTGI v0.33 | Native RT (e.g., UE5 Lumen) | |-|---------------------|------------------------------| | Ray budget | ~10-30 rays/pixel | Thousands | | Temporal stability | Good but noisy | Excellent | | Reflections | No | Yes | | Hardware acceleration | No | Yes (RT cores) | | World-space accuracy | No (screen only) | Yes |

reshade ray tracing shader rtgi 033

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