Reshade Ray Tracing Shader Rtgi 033 Direct

Image Suggestion: A side-by-side comparison screenshot (Before/After) or a moody in-game shot showing off the color bleeding.

Caption: Finally got my hands on the new RTGI 0.33 update for ReShade. 🤯

The improvements to temporal stability are a game-changer—no more shimmering while moving the camera. The lighting feels so much more natural and grounded now. It’s crazy what a shader can do for immersion in games that are years old.

Who else is testing this out? Let me know your FPS hit below! 👇

Tags: #Reshade #RTGI #RayTracing #PCMasterRace #GamingSetup #GraphicsMods #ScreenArchery #Lighting #GameDev


Later versions of Marty McFly’s RTGI shader (such as 0.38+ and the newer qUINT RTGI) moved to a different licensing model, frequently locked behind Patreon paywalls or integrated into the "qUINT" suite with different algorithms. RTGI 0.33 remains a fan-favorite because:

RTGI stands for Ray-Traced Global Illumination. Unlike traditional screen-space ambient occlusion (SSAO) or even static lightmaps, RTGI simulates light bouncing off surfaces. It analyzes the depth, color, and normal vectors of the scene in front of your camera and then casts rays to approximate where light would scatter. reshade ray tracing shader rtgi 033

The result? Dark corners feel deeper, colored light bleeds realistically onto nearby walls, and your character no longer looks like they’re floating above the ground.

Version 0.33 isn’t a revolutionary rewrite—it’s a refinement of the shader that first dropped in 2020. But those refinements matter.


ReShade RTGI 0.33 is a remarkable piece of graphics programming that democratized global illumination for thousands of older games. While it suffers from screen-space artifacts and a noticeable performance hit, it remains a popular choice for modders and gamers seeking to enhance lighting in titles never designed for ray tracing. Its legacy is that of a bridge technology – between classic rasterization and full hardware ray tracing – that proved the visual value of GI before it became mainstream.

Best use case today: Single-player games from 2010–2016 where you want richer lighting without heavy modding. Avoid in competitive or Vulkan-based titles.


Avoid touching “Ray Step Count” unless you know what you’re doing.


| Setting | Recommended Value | Explanation | | :--- | :--- | :--- | | Quality | High (or Ultra) | Lower quality halves the ray count. Stay on High for decent bounce lighting. | | Ray Length | 0.3 to 0.7 | How far the light bounces. Value 1.0 causes over-brightening in dark dungeons. | | Bounce Count | 2 | Higher values (4+) tank FPS for diminishing returns. 2 bounces is the sweet spot. | | Intensity | 0.8 to 1.2 | Global brightness of the indirect light. | | Contrast | 0.4 to 0.6 | Lower contrast makes the "glow" effect more obvious; higher retains shadows. | | Saturation | 1.0 | Leave this alone; use ReShade's Vibrance for color boosting. | | Reconstruction | High | Reduces noise. Highest setting causes ghosting; "High" is a safe bet. | | Display Depth | Disabled | Only used for debugging. | Later versions of Marty McFly’s RTGI shader (such as 0

If you’ve used RTGI v0.28 or v0.30, the changes in v0.33 are subtle but significant:

| Feature | v0.30 | v0.33 | |---------|-------|-------| | Performance | Moderate | Optimized (10-15% faster) | | Ray length stability | Some flickering at edges | Smoother, more coherent | | Indirect lighting saturation | Fixed multiplier | Adaptive per-material | | Noise reduction | Temporal (blurry in motion) | Improved temporal + bilateral | | UI presets | Basic sliders | Per-scene smart categories |

The big headline is reduced shimmering. Older RTGI versions had a habit of dancing on fine geometry like chain-link fences or grass. v0.33’s temporal reprojection is noticeably tighter, meaning you can push the ray count higher without the image falling apart.


Report prepared: March 2025 – based on community knowledge and technical analysis of version 0.33.

The RTGI (Ray Traced Global Illumination) shader, specifically version 0.33, represents a significant update in Marty McFly’s (Pascal Gilcher) ongoing development of screen-space ray tracing for ReShade. Core Technical Features

Version 0.33 was a landmark update that introduced major architectural changes to how lighting is calculated: ReShade RTGI 0

Motion Vectors Integration: This version added support for motion vectors, which allows the shader to track object movement across frames. This drastically reduces "ghosting" and shimmering artifacts during movement.

Infinite Bounces (Approximated): Unlike standard screen-space ambient occlusion (SSAO), RTGI 0.33 simulates how light bounces off surfaces to illuminate the rest of the scene, creating realistic color bleeding and soft shadows.

Depth-Based Path Tracing: The shader extracts the game's depth buffer to determine where objects are in 3D space, allowing it to "trace" rays against the environment. Implementation Details

Compatibility: It works as a generic post-processing layer, meaning it can be applied to almost any game that allows depth buffer access via ReShade, regardless of whether the game natively supports RTX. Requirements:

ReShade Version: Typically used with ReShade 5.3 or newer to leverage the full feature set of 0.33.

Access: RTGI is primarily distributed through Pascal Gilcher’s Patreon, where it remains a "early access" or "beta" feature for supporters.

Performance Cost: As a ray tracing solution, it is demanding. Users often report a significant frame rate drop, especially at 4K resolutions or when high ray counts are used. Performance vs. Visual Quality