A: Yes, but you must disable ENB's Ambient Occlusion and Complex Fire Lights to avoid double-lighting. Use ENB for water/parallax and RTGI for bounce lighting.

Reshade Ray Tracing (RTGI) version 0.33, developed by Pascal Gilcher (Marty McFly), represents a significant milestone in post-processing graphics. Unlike native hardware ray tracing, RTGI works at the screen-space level to simulate realistic lighting, shadows, and reflections in almost any 3D game. ⚡ Core Features of RTGI 0.33 Path Traced Global Illumination:

In plain English: shadows get softer, dark corners get a little color bleed from nearby walls, and light fills rooms the way it should.

You can’t inject DLSS 3.5 Ray Reconstruction into Fallout New Vegas . But you can inject RTGI 0.33. That’s the beauty of it.

In the ReShade UI, shader order matters. RTGI must be placed BEFORE any Upscaling (FSR/DLAA) or Film Grain.

Improved temporal accumulation means moving objects leave fewer "trails" in the lighting. Better Material Detection:

But RTGI 0.33 runs on , doesn’t require a 5-minute shader compilation, and costs a fraction of the performance. More importantly, it works in literally any DirectX 9–12 or Vulkan game .