Prior to this version, users often struggled with "noise"—visual static or graininess that occurs because ray tracing requires thousands of calculations per pixel to produce a clean image. Version 0.17.0.2 introduced improved denoising algorithms and optimization tweaks. This meant that players could achieve a cleaner image with fewer ray samples, lowering the performance hit on their GPUs.
In the realm of PC gaming, the pursuit of photorealism has always been the holy grail. While hardware manufacturers like NVIDIA push Ray Tracing technology forward through official drivers and new cards, a significant portion of the heavy lifting is done by the modding community.
A critical stepping stone in real-time graphics modding, but effectively obsolete for daily driver usage due to performance inefficiencies and superior alternatives now available.
| Issue | Cause / Fix | |-------|-------------| | Flickering / noise | No temporal denoise in 0.17 – increase Ray Length / reduce Intensity | | Light leaks through walls | Screen-space limitation – accept or reduce Ray Length | | No effect in cutscenes | Depth buffer disabled by game – no fix | | Double shadows | Game uses own SSAO + RTGI AO – disable game’s AO | | Laggy UI when RTGI on | ReShade + RTGI is single-threaded – toggle RTGI off in UI |
If the shader does nothing, your depth buffer is likely not set up correctly. Check the DisplayDepth shader to see if you have a clear black-and-white view of the world.
RTGI 0.17.0.2: Revolutionizing In-Game Lighting via ReShade The release of by Pascal Gilcher (widely known as Marty McFly) marks a significant milestone in the evolution of post-processing shaders. This specific version of the Ray Traced Global Illumination (RTGI) shader has become a staple for PC gaming enthusiasts looking to bridge the gap between traditional rasterized lighting and modern, hardware-native ray tracing. What is RTGI 0.17.0.2?
Use a scene with both mirror-like floors and rough walls. Check: