Bringing ray-traced global illumination to games that never originally supported it has become the "holy grail" of PC modding. At the center of this movement is Marty McFly’s (Pascal Gilcher) RTGI shader, specifically the highly discussed RTGI 0.36.1 version. If you are looking for that "extra quality" look to bridge the gap between classic titles and modern visual standards, this version represents a significant milestone in post-processing technology.
Here is a deep dive into why this specific build matters and how to maximize its potential. What is ReShade RTGI 0.36.1?
RTGI stands for Ray Traced Global Illumination. Unlike standard ReShade shaders that simply tweak colors or contrast, RTGI simulates how light bounces off surfaces in real-time. It uses the game's depth buffer to calculate where light should hit, where shadows should fall, and how colors should "bleed" from one object to another.
The 0.36.1 build is often cited as a "sweet spot" for enthusiasts because it refined the denoising filters and light-leakage fixes that plagued earlier experimental versions. The "Extra Quality" Difference
When modders refer to "extra quality" in the context of RTGI 0.36.1, they are usually talking about moving beyond the default presets to achieve a "Path Traced" look. Here’s what sets a high-quality setup apart:
Infinite Bounces (Simulation): While true real-time path tracing is taxing, the extra quality settings in 0.36.1 allow for more sophisticated light accumulation, making dark corners look naturally occluded rather than just "black."
Color Bleeding: If you stand next to a red wall in-game, your character’s armor should catch a subtle red tint. The 0.36.1 version improved the accuracy of this effect, preventing the "glow" look and replacing it with realistic light transfer.
Refined Denoising: Ray tracing is inherently "noisy" (grainy). The 0.36.1 update introduced more robust spatio-temporal filters, meaning the lighting stays stable even when you move the camera quickly. Key Features of the 0.36.1 Update
Enhanced Depth Precision: Improved how the shader reads the game world, reducing the "halo" effect around the character's head.
Z-Thickness Logic: A critical feature that helps the shader understand that objects have volume, preventing light from "warping" through thin walls.
Performance Scaling: Introduced better toggles to balance ray count against frame rate, making it playable on mid-range GPUs. How to Achieve Maximum Quality
To get the most out of this shader, you can't just "plug and play." Follow these steps for that premium look: reshade rtgi 0361 extra quality
Disable In-Game AA: Most ReShade depth-based shaders require you to disable in-game Anti-Aliasing (like MSAA) to access the depth buffer. Use SMAA or FXAA within ReShade instead.
The "Ray Amount" Setting: For "Extra Quality," push the Ray Amount to 10 or higher, but be prepared for a 20-30% FPS hit.
Layering with Bloom: RTGI looks best when paired with a high-quality Bloom shader. The RTGI provides the shadows and bounce, while Bloom provides the "energy" of the light source. Compatibility and Requirements
Because RTGI 0.36.1 is a screen-space effect, it only knows what you see on screen. It won't reflect a light source that is behind your character. However, for games like Skyrim, The Witcher 3 (Classic), or Batman: Arkham Knight, the transformation is transformative. Hardware: Recommended NVIDIA RTX or high-end AMD RX cards.
Software: ReShade 4.9.1 or newer is typically required for full feature support. Conclusion
The ReShade RTGI 0.36.1 shader remains a benchmark for what is possible in the world of post-processing. It provides an "extra quality" tier of immersion that can make a ten-year-old game look like a modern title released today. By meticulously calculating light bounces and shadows, it adds a layer of "weight" to the game world that standard lighting simply cannot match.
The ReShade RTGI 0.36.1 shader, developed by Pascal Gilcher (widely known as Marty McFly), represents a significant milestone in post-processing technology, bridging the gap between legacy rendering and modern, high-fidelity lighting. The Mechanics of Ray-Traced Global Illumination (RTGI)
At its core, RTGI (Ray Traced Global Illumination) is a screen-space effect that simulates how light bounces off surfaces to illuminate others. Unlike standard lighting, which often leaves corners and non-directly lit areas looking flat, RTGI calculates:
Secondary Bounces: Light hitting a red floor will subtly "bleed" a red hue onto the surrounding white walls.
Ambient Occlusion: Accurate, soft shadows are generated in crevices and where objects meet, grounding them in the world.
Diffuse Global Illumination: It creates a natural gradient of light that flows through scenes, particularly beneficial for older titles with static or pre-baked lighting. The "Extra Quality" Benchmark Bringing ray-traced global illumination to games that never
In version 0.36.1, the "Extra Quality" setting maximizes the precision of these calculations. While standard settings might use fewer rays to save performance, "Extra Quality" increases the ray count and sampling density, leading to:
Reduced Flickering: Higher sample counts stabilize the light, reducing the "wobbly" light artifacts common in lower-tier screen-space ray tracing.
Fine Detail Shadowing: It allows for microscopic contact shadows on textures, making materials look "grittier" and more "lived-in".
Extended Bounce Distance: Light can travel further from its source before fading, creating more realistic interior lighting in cavernous spaces.
ReShade RTGI | Ray Traced Global Illumination - marty's mods
RTGI (Ray-Traced Global Illumination) by Pascal Gilcher (Marty McFly) is a highly sought-after shader for ReShade that simulates real-time ray tracing in games that don't natively support it. The version 0.36.1 represents a refined iteration of this shader, offering "Extra Quality" settings to enhance path-traced lighting, shadows, and ambient occlusion. Core Features of RTGI 0.36.1
Path-Traced Lighting: Simulates how light bounces off surfaces, creating realistic color bleeding (e.g., a red wall casting a red tint on the floor).
Advanced Ambient Occlusion: Adds deep, realistic shadows in corners and crevices where light is naturally occluded.
Extra Quality Settings: Includes higher sample counts and improved denoising filters to reduce the "flickering" or noise often associated with screen-space ray tracing.
Motion Vectors Support: Modern versions (0.33+) use motion vectors to better track lighting between frames, significantly reducing ghosting during movement. Optimal "Extra Quality" Configuration
To achieve the best visual results with version 0.36.1, focus on these specific parameters within the ReShade menu: The Quality Sliders (Crucial)
Ray Length & Steps: Increasing these values allows light to travel further and interact with more geometry, but it is the most performance-heavy adjustment.
Sample Count: For "Extra Quality," set this to High or Ultra. This determines how many "rays" are cast per pixel; higher values result in smoother shadows and less noise.
Denoising Filter: Ensure the denoiser is active. This smooths out the raw, grainy ray-traced output into a cohesive image.
Z-Thickness: Adjust this to prevent light from "leaking" through thin walls or objects, a common artifact in screen-space effects. Setup Requirements
Access: RTGI is typically available through Marty McFly's Patreon.
Depth Buffer: You must have a working depth buffer for RTGI to function. Disable in-game Anti-Aliasing (MSAA) and ensure "Copy depth buffer before clear operations" is checked in the ReShade "Generic Depth" tab. Installation: Download the shader files (qUINT_rtgi.fx and textures).
Place them in your game's reshade-shaders/Shaders and Textures folders. Enable qUINT_rtgi at the top of your shader list. Performance Impact
Using "Extra Quality" settings on RTGI 0.36.1 is demanding. It is recommended for users with at least an RTX 3060 / RX 6700 XT or higher to maintain a stable 60 FPS, especially at 1440p or 4K resolutions.
0.40 (Higher values cause ghosting; 0.4 is the sweet spot for 0361).2 or High).2 (Setting this to 3 or 4 destroys FPS with minimal visual gain).0.95 (Reduces noise. Do not set to 1.0, or you will get extreme ghosting).0.65 (Start here, then adjust per game).55% (This is the "global illumination" effect—how much color bleeds from walls).It is important to manage expectations regarding "Extra Quality" settings. This is not a free upgrade. RTGI is computationally expensive.
On version 0.361, running the shader at 1440p or 4K with high sample rates can tank frame rates significantly—often by 30% to 50%, depending on the scene complexity. However, because 0.361 relies on the GPU for compute tasks, it scales well with modern mid-range hardware.
If a game is optimized and running at 100+ FPS, engaging the Extra Quality profile to lock it at 60 FPS is often a worthy trade-off for the dramatic increase in immersion. It essentially turns a flat 2D image into something with tangible depth.
If the screen turns black or grey, don't panic—you just need to configure it.