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Reshade Ray Tracing Shader Rtgi 0.33 |best| 📢

Launch your game and press the key to bring up the ReShade overlay.

Move the accompanying RTGI textures into the Textures folder. Step 3: Configure the Depth Buffer

In simple terms: Light bounces. In vanilla Skyrim, a red brick wall casts a grey shadow. In RTGI, that shadow turns slightly red because the light bounces off the wall onto the floor. This bounce lighting creates depth, realism, and atmosphere that traditional rasterization simply cannot replicate.

Once DisplayDepth shows a perfect greyscale representation of geometry (close objects are dark, far objects are white), turn off DisplayDepth and enable qquint_rtgi . 5. Master Settings in RTGI 0.33 Reshade Ray Tracing shader RTGI 0.33

Download the standard shader packs when prompted (SweetFX and Quint are highly recommended). Step 2: Add the RTGI 0.33 Shader

Extract the quint motion vectors.fx into the shaders folder.

This was a major addition that allowed the shader to track object movement across frames. This significantly reduces "ghosting" or trailing artifacts behind moving objects, a common issue in older screen-space shaders. Launch your game and press the key to

Standard games use trickery to make lighting look good. They paint light directly onto the walls. This means moving objects do not cast real reflections.

Run the installer and select your game's executable file ( .exe ).

Run the installer, select your game’s executable (.exe) file, and choose the correct rendering API (DirectX 11, DirectX 12, or Vulkan). In vanilla Skyrim, a red brick wall casts a grey shadow

Once the thickness is correct, you can fine-tune the visual impact using two main sliders:

It requires placing the quint motion vectors.fx file (found in the Marty McFly Patreon Discord) properly within the ReShade shader list, typically above the main RTGI shader. 2. Improved Image-Based Lighting (IBL)

Because RTGI 0.33 is a "deep" shader that essentially recalculates light for the entire screen, it is very demanding. You will likely see: 0;16;

The shader now guesses the thickness of off-screen or occluded geometry more accurately. This minimizes the "glowing halo" artifact commonly seen around characters standing against bright backgrounds.

Controls how much data from previous frames is kept to smooth out the image. If you notice a trail of shadow following your character when you run, lower this setting to reduce ghosting. Performance Optimization Tips

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