0.36.1 | Reshade Rtgi

Transforming Game Visuals with ReShade RTGI 0.36.1 ReShade RTGI 0.36.1 (Ray Traced Global Illumination) is a breakthrough post-processing shader developed by Pascal Gilcher, commonly known as Marty McFly. This version stands as a significant milestone in bringing cinematic lighting to games that lack native ray tracing support. By utilizing depth data from the game engine, RTGI 0.36.1 simulates how light realistically bounces off surfaces to illuminate entire scenes, bridging the gap between standard rasterised graphics and true real-time ray tracing. Core Features of Version 0.36.1

RTGI 0.36.1 introduced substantial improvements over earlier versions like 0.17 or 0.33, focusing on both visual fidelity and performance optimization.

Improved Accuracy and Performance: Compared to earlier builds, 0.36.1 offers "miles better" performance and light-tracing accuracy.

Diffuse and Specular Modeling: It accurately models how light scatters (diffuse) and reflects (specular), creating more stable lighting with less flickering. Reshade Rtgi 0.36.1

Hardware Independence: Unlike native RTX solutions, this shader operates on depth data alone. This makes it compatible with non-RTX video cards, though it remains a hardware-demanding effect.

Temporal Stability: Enhanced algorithms minimize the temporal lag and "ghosting" often associated with screen-space effects. Technical Setup and Configuration

To achieve the best results with RTGI 0.36.1, proper configuration of the game's depth buffer is essential. Transforming Game Visuals with ReShade RTGI 0

First-person games (Fallout 4, Bioshock, Dishonored)

  • Use Radius: 0.5 – 0.7 to keep lighting local.
  • Set Temporal Amount: 0.8 – reduces noise without heavy ghosting when turning quickly.
  • Pair with MXAO (Medium preset) to fill in fine crevices.

Reshade RTGI 0.36.1 — Overview and Quick Guide

What Exactly is RTGI 0.36.1?

RTGI (Ray Traced Global Illumination) is a ReShade shader that approximates light bounces in real time. Unlike screen-space ambient occlusion (SSAO), which only darkens crevices, RTGI simulates color bleeding and indirect lighting.

Version 0.36.1 is special because:

  • It’s the last completely free version (no Patreon watermark, no feature locks).
  • It relies on depth buffer access and temporal accumulation (previous frames) to reduce noise.
  • It works on any DirectX 9–12, OpenGL, or Vulkan game (with depth buffer access enabled).

Important limitations (free vs. paid):

  • No per-pixel normals reconstruction (less accurate lighting edges).
  • Lower sample count and higher noise than v0.37+.
  • No upscaling or denoiser passes.

Nevertheless, for 80% of games, 0.36.1 delivers a stunning, noticeable upgrade in lighting depth.


Step-by-Step Installation Guide

Installing RTGI 0.36.1 is more involved than a modern ReShade preset. You need the specific shader files, which are often hosted on the ReShade forum or the author’s Patreon (the free version is usually available after a delay).

Final Verdict: A Legacy Shader That Refuses to Die

ReShade RTGI 0.36.1 is not the most accurate, nor the fastest, nor the prettiest ray tracing solution available today. Yet, it is arguably the most important. It proved that global illumination did not need dedicated RT cores. It gave new life to the GTX 1080 Ti, once a flagship now considered obsolete by Nvidia’s marketing. Use Radius: 0

For the tinkerer, the modder, and the PC gamer on a budget, injecting RTGI 0.36.1 into Fallout: New Vegas or Half-Life 2 feels like magic. You are watching light behave as it does in reality, rendered on silicon originally not designed for the task.

Pro Tip: After installing, bind "Toggle RTGI" to a key (e.g., F9). Turn it on and off while standing inside a dim room near a doorway. Watch the sunlight bounce onto the ceiling behind you. That moment—that subtle, free upgrade—is why 0.36.1 remains a legend.


Known Limitations (Compared to Paid Versions)

  • Screen‑space only – Light from off‑screen objects doesn’t bounce (classic limitation).
  • No per‑object or material overrides.
  • No proper sky/emissive handling – You’ll need additional shaders (e.g., Emissive Intensity).
  • Temporal ghosting in fast motion.