Reshade Ray Tracing Shader Rtgi 0.33 Direct
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: Reshade Ray Tracing shader RTGI 0.33
In plain English: shadows get softer, dark corners get a little color bleed from nearby walls, and light fills rooms the way it should. A: Yes, but you must disable ENB's Ambient
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. Unlike native hardware ray tracing, RTGI works at
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 .