: Improvements to the diffuse global illumination algorithm for more natural light distribution. Enhanced Ambient Occlusion
Some users have reported that the new Hybrid Roughness mode can cause slight oversaturation in very dark scenes. The developer has acknowledged this and suggests lowering the Indirect Lighting Boost slider from 1.0 to 0.85 for a more natural look.
If you want, I can:
True multi-bounce ray tracing can tank even a high-end GPU's performance. The 0.17.0.2 update refines the shader’s infinite bounce approximation. It calculates secondary and tertiary light bounces by reading data from the previous frame's lighting cache. This means a bright red floor will realistically reflect red light onto a white ceiling, which then bounces softly back down to illuminate a nearby table—all with minimal performance overhead. 3. Depth Buffer Filtering and Precision Fixes
The 0.17.0.2 update focused on making the effect more usable across a wider range of games, reducing the "glitchiness" often associated with early screen-space tracers. rtgi 0.17.0.2 release
: It can be used in almost any 3D game that allows ReShade to access its depth buffer, including classic titles like Assassin's Creed Scalability
Place the RTGI .fx files into the Shaders directory and the lookup tables into the Textures directory. : Improvements to the diffuse global illumination algorithm
All three are expected to be addressed in the upcoming 0.18 branch, which will experiment with a hybrid screen-space + world probe approach.
The engine casts a relatively low number of rays from each probe into the scene. These rays hit geometry, sample the material properties, and calculate the incoming light. If you want, I can: True multi-bounce ray