That said, for 95% of third-person and first-person games released before 2018, is currently the best way to experience real-time global illumination without rewriting the game engine.
Because it runs purely as a software shader layer via ReShade, RTGI does not require dedicated RT cores. It runs smoothly on older hardware architectures, including NVIDIA GTX cards and AMD Radeon non-RX GPUs, provided the graphics card has enough raw compute power to handle the extra shader passes.
This gives up to in rough scenes with minimal quality loss. rtgi 0.17.0.2
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.
These presets are intended for a specific time of day/location. The girls also have different skin tones, 0.17. 0.2 shader That said, for 95% of third-person and first-person
Pascal Gilcher attempted to implement the ReSTIR GI algorithm directly into RTGI, but he encountered several significant limitations:
That clock had never received light before. Not in any version. This gives up to in rough scenes with minimal quality loss
RTGI can optionally use and Textured Normals to improve lighting quality. Smoothed Normals reduce the faceted appearance of low‑polygon geometry by averaging surface normals across adjacent triangles, resulting in softer lighting transitions. Textured Normals use the game's existing texture maps to infer additional surface detail, creating the illusion of higher geometric complexity without accessing the game's original normal maps.