Reshade Rtgi 0.36.1 May 2026

In the ever-evolving world of PC gaming graphics, few mods have generated as much excitement as Pascal "Marty McFly" Gilcher’s Ray Tracing Global Illumination (RTGI) shader. While hardware-accelerated ray tracing (RTX) remains exclusive to newer graphics cards, RTGI has democratized cinematic lighting for thousands of older titles. Among its many iterations, one version stands out as a landmark release: ReShade RTGI 0.36.1.

This article dives deep into what makes version 0.36.1 special, how it differs from standard screen-space effects, the technical requirements, installation steps, and the best settings to transform your games.

Notes: I assume you want a practical, step-by-step guide covering installation, setup, configuration, usage, troubleshooting, and tuning for Reshade RTGI version 0.36.1. This tutorial focuses on the RTGI (Real-Time Global Illumination) shader implementation for Reshade and how to get the best visual results and performance. If you meant a different build or a specific fork, tell me and I’ll adapt.

Table of contents

  • Enable depth & normals:
  • Add RTGI to the active preset:
  • Flickering/ghosting:
  • Strong blurring / loss of detail:
  • Performance too low:
  • Color shifts / overbrightening:
  • Banding / patterning:
  • Balanced
  • High quality (for screenshots/high-end GPU)
  • If you want:

    Which of those would you like next?


    Title: Accessible Real-Time Ray Tracing: A Technical Analysis of Pascal Gilcher’s RTGI Shader (v0.36.1) in the ReShade Ecosystem

    Abstract This paper provides an in-depth analysis of the "RTGI" (Ray Traced Global Illumination) shader developed by Pascal Gilcher, specifically focusing on version 0.36.1 within the ReShade post-processing framework. As the gaming industry moves toward hardware-accelerated ray tracing, a significant portion of the user base relies on older hardware (GPUs lacking dedicated RT cores). The RTGI shader addresses this gap by implementing a screen-space path tracer that approximates global illumination and ambient occlusion in real-time. This document explores the technical architecture of the shader, its implementation of temporal accumulation, user configuration parameters in version 0.36.1, and the inherent limitations of screen-space rendering techniques.


    Disclaimer: Pascal Gilcher’s RTGI shader is no longer a free public download. It is available exclusively to his Patreon supporters. If you download it, ensure you are getting it from the official source to avoid malware.

    Step 1: Install ReShade

    Step 2: Inject RTGI

    Step 3: In-Game Configuration

    ReShade RTGI 0.36.1, developed by Pascal Gilcher, provides screen-space ray-traced global illumination and diffuse lighting to improve visual fidelity in games. This iteration offers enhanced motion stability and accuracy over earlier versions, while typically requiring a 15% performance decrease to simulate realistic light bouncing. For further technical details, visit Marty's Mods. ReShade RTGI | Ray Traced Global Illumination

    Lighting Up the Past: Enhancing Your Games with ReShade RTGI 0.36.1

    If you have ever wanted to breathe new life into an older game or add that "next-gen" sparkle to a title without native ray tracing, you have likely heard of Pascal Gilcher’s RTGI (Ray Traced Global Illumination)

    shader. While newer versions like iMMERSE Pro have since been released, version 0.36.1

    remains a significant milestone for many users due to its balance of performance and visual accuracy. What is RTGI? RTGI is a post-process shader for Reshade Rtgi 0.36.1

    that simulates how light bounces off surfaces in a scene. Unlike hardware-level ray tracing, it works by tracing rays against the depth buffer

    —the data the game uses to track how far objects are from the camera. The results are often transformative: Dynamic Lighting

    : Light realistically illuminates ceilings, walls, and pillars by bouncing off the floor. Soft Shadows

    : It adds subtle ambient occlusion, filling in the soft shadows where objects meet. Color Bleeding

    : Brightly colored surfaces will "bleed" their hue onto nearby objects, just as they would in real life. Key Improvements in 0.36.1

    Compared to earlier builds like 0.17 or 0.25, version 0.36.1 introduced drastic changes in how the shader behaves. Cleaner Normals

    : This version uses a more refined method to reconstruct surface normals from the depth buffer, leading to less noise and "jitter" in the lighting. Accuracy vs. Performance

    : It offered a notable leap in light-tracking accuracy while remaining relatively efficient on older GPUs compared to later, more complex iterations. How to Get the Best Results

    To get RTGI 0.36.1 working correctly, you need to ensure your depth buffer

    is properly configured. If your depth map is "flipped" or inverted, the lighting will look like it's coming from the wrong direction or appearing through walls. Quick Setup Tips: How To ReShade RTGI - Install and Adjust

    ReShade RTGI version 0.36.1, developed by Pascal Gilcher, transitioned into the iMMERSE Pro suite in early 2024, focusing on performance optimizations and improved denoising. This update enhanced temporal filtering to reduce ghosting and introduced simplified modes for better performance on mid-range hardware. For more details, visit Marty's Mods #iMMERSE faq – @pictureamoebae on Tumblr

    ReShade RTGI 0.36.1 by Marty Stratton (Pascal Gilcher) is widely considered the gold standard for adding "next-gen" lighting to older or non-raytraced games. It uses Screen Space Ray Traced Global Illumination to simulate how light bounces off surfaces, drastically altering a game's atmosphere. Core Features & Strengths

    Realistic Light Bouncing: Unlike standard "flat" lighting, RTGI allows colors from one surface to "bleed" onto another (e.g., sunlight hitting a red carpet will cast a soft red glow on nearby white walls).

    Hardware Agnostic: Unlike native RTX, this shader works on almost any GPU, including older non-RTX NVIDIA cards and AMD hardware, because it relies on the game’s depth buffer rather than dedicated ray-tracing cores.

    Stable Depth-Based Shading: Version 0.36.1 is noted for its relative stability and fine-grained controls, allowing users to balance quality against performance more effectively than earlier iterations.

    Unmatched Compatibility: It can be injected into almost any 3D game that supports ReShade and provides depth buffer access. Performance & Limitations ReShade RTGI | Ray Traced Global Illumination In the ever-evolving world of PC gaming graphics,

    The RTGI 0.36.1 update for ReShade, developed by Pascal Gilcher (Marty McFly), focuses on significant architectural improvements to his "Ray Traced Global Illumination" shader. This version serves as a bridge toward the modern iMMERSE Pro suite, refining how the shader handles light bounces and screen-space data to approximate high-end ray tracing on almost any GPU. Overview of ReShade RTGI

    RTGI (Ray Traced Global Illumination) is a post-processing shader that adds dynamic, realistic lighting to games by simulating how light bounches off surfaces. Unlike native RTX, it uses Screen Space Ray Tracing. It relies on the game’s "depth buffer" to understand the 3D layout of a scene and calculate indirect lighting and ambient occlusion. Key Features in Version 0.36.1

    While specific patch notes for 0.36.1 are often exclusive to the developer's Patreon, this era of development introduced several critical enhancements:

    RTGI 0.36.1 represents a significant milestone in the evolution of Marty McFly’s (Pascal Gilcher) groundbreaking Ray Traced Global Illumination shader for ReShade. Often referred to as "Screen Space Ray Tracing," this specific version remains a popular reference point for users seeking to bridge the gap between traditional rasterized graphics and modern ray-traced lighting without requiring hardware-specific RT cores. What is RTGI 0.36.1?

    RTGI stands for Ray Traced Global Illumination. Unlike official hardware ray tracing (like NVIDIA’s RTX), which uses specialized hardware to calculate light paths across an entire scene, RTGI 0.36.1 is a software-based post-processing shader. It analyzes the depth information provided by the game engine to simulate how light bounces off surfaces, fills shadows, and bleeds colors into the environment. Core Features of Version 0.36.1

    Diffuse Global Illumination: This version refined the way light "bounces." If you stand next to a red wall, the light hitting that wall will cast a subtle red tint onto your character and the floor, a feature often missing in standard game engines.

    Ray Traced Ambient Occlusion (RTAO): It provides much more accurate contact shadows. Small details, like the gap between a cup and a table or the folds in clothing, receive realistic shading that grounds objects in the world.

    Performance Optimization: Version 0.36.1 introduced early iterations of "infinite bounces" through temporal accumulation, allowing for more complex lighting calculations without the massive frame-rate hit of earlier alpha builds.

    Z-Thickness Logic: This version improved the shader's ability to guess the thickness of objects it can't "see" behind, reducing the "ghosting" or halo effects that often plague screen-space effects. Technical Limitations

    Because it is a ReShade shader, RTGI 0.36.1 is limited by Screen Space Information. It only knows about what is currently visible on your screen.

    The "Edge" Problem: If a bright light source moves off-camera, its illumination will disappear from the scene because the shader no longer has the data to calculate its light path.

    UI Interference: Since ReShade applies effects to the final frame, RTGI can sometimes "bleed" onto the game's HUD or menus if not properly masked using a depth buffer. Impact on the Modding Community

    Version 0.36.1 was a pivotal release during the shader's Patreon-only early access phase. It proved that older titles—like Skyrim, GTA V, or even The Witcher 3 (before its official Next-Gen RT update)—could achieve a visual fidelity comparable to modern AAA releases. It turned "flat" environments into high-contrast, atmospheric worlds, making it a staple for virtual photographers and graphics enthusiasts. Legacy and Evolution

    While Marty McFly has since moved on to much more advanced versions (such as those found in his Marty's Mods Guides), 0.36.1 is often remembered as the version that stabilized the technology for a wider audience of PC gamers. It paved the way for the current "iMMERSE" suite, which offers even more sophisticated denoising and physical accuracy.

    Reshade RTGI 0.36.1: The Definitive Guide to Ray Traced Global Illumination

    Reshade RTGI 0.36.1 represents a significant milestone in the evolution of real-time lighting for gaming. Developed by Pascal Gilcher (better known as Marty McFly), this shader is a sophisticated post-processing tool designed to bring the visual fidelity of ray-traced lighting to almost any game, regardless of its original engine or age. Enable depth & normals:

    Unlike hardware-native ray tracing (like NVIDIA RTX), which calculates light paths using physical world data, RTGI (Ray Traced Global Illumination) works within the screen space by analyzing a game's "depth buffer" to simulate how light bounces off surfaces. What Makes Version 0.36.1 Special?

    While newer versions like the iMMERSE Pro suite have since been released, version 0.36.1 is often cited by enthusiasts for its stability and specific calibration requirements.

    Improved Accuracy: Compared to earlier versions like 0.17 or 0.25, 0.36.1 offers vastly improved sampling accuracy and reduced "flickering" in high-contrast scenes.

    Hardware Independence: It does not require a dedicated ray-tracing (RTX) graphics card. It runs on the general processing power of any modern GPU that supports ReShade.

    Dynamic Bounce Lighting: It adds "color bleeding," where light hitting a colored object (like a red wall) naturally reflects that color onto surrounding surfaces. How to Install Reshade RTGI 0.36.1

    Because RTGI is a premium shader, the official files are typically accessed through Marty McFly’s Patreon.

    Reshade RTGI 0.36.1 (Ray Traced Global Illumination) is a highly sought-after shader developed by Pascal Gilcher (Marty McFly). It brings real-time ray-traced lighting, shadows, and reflections to almost any DX9, DX11, DX12, or Vulkan title, drastically improving visual fidelity without requiring native engine support. Key Features of RTGI 0.36.1 Next-Gen Lighting

    : Simulates how light bounces off surfaces, creating natural "color bleeding" where bright objects cast their hue onto nearby walls and floors. Ambient Occlusion Upgrade

    : Replaces standard AO with ray-traced micro-shadows, adding depth to grass, corners, and character details that traditional shaders miss. Performance Optimization

    : Version 0.36.1 includes refinements to the internal ray-marching logic, allowing for better visual quality at a lower frame-rate cost compared to older iterations. Z-Thickness Logic

    : Improved handling of object "thickness" in the depth buffer, which reduces "ghosting" or light leaking behind objects. Technical Requirements

    To use RTGI 0.36.1 effectively, your setup must meet these criteria: ReShade Installed

    : You need a recent version of ReShade (preferably with Full Add-on Support to access the depth buffer in multiplayer games, though this can trigger anti-cheat). Depth Buffer Access

    : The game must allow ReShade to "see" the depth map. You may need to disable in-game Anti-Aliasing (MSAA) for this to work.

    : While it doesn't require "RTX" hardware (it runs on compute shaders), it is demanding. A mid-to-high-range GPU is recommended for stable 60 FPS. How to Install : RTGI is typically distributed via Pascal Gilcher’s Patreon . Ensure you have the 0.36.1 files (usually a file and a textures folder). : Drop the files into your game’s reshade-shaders/Shaders reshade-shaders/Textures In-Game Setup : Open the ReShade overlay ( key), enable RTGlobalIllumination

    , and ensure your "Global Processor Definitions" for Depth Inversion are set correctly so the shadows don't appear "upside down." Best Games for RTGI Skyrim / Fallout 4 : Perfect for enhancing old engine lighting. The Witcher 3 : Adds incredible atmosphere to forests and interiors. : Gives the city a modern, cinematic look. depth buffer issues or recommended settings for high-performance builds?

    I’m unable to provide a direct download or full copy of ReShade RTGI 0.36.1 (the Pascal Gilcher “Ray Tracing Global Illumination” shader).

    However, here’s what you need to know to get it legitimately:


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    If you download a DLL file, this is the installation instructions.
    Step 1
    Open the filesyncfalwb.dll file you downloaded from zhaodll.com.
    After extracting your zip or rar, place the extracted DLL in the directory of the program that is requesting the file. Make sure to use a 32bit DLL for a 32bit program, and a 64bit DLL for a 64bit program. Failure to do so will likely result in a 0xc000007b error.

    Step 2
    If that does not help your problem, place the file to your system directory.
    By default, this is
    C:\Windows\System (Windows 95/98/Me),
    C:\WINNT\System32 (Windows NT/2000), or
    C:\Windows\System32 (Windows XP, Vista, 7, 8, 8.1, 10).
    On a 64bit version of Windows, the default folder for 32bit DLL is C:\Windows\System32\ , and for 64bit dll C:\Windows\SysWOW64\ .
    Make sure to overwrite any existing files (but make a backup copy of the original file).
    Reboot your computer.

    Step 3
    If the problem still occurs, try the following to register the DLL:
    For 32bit DLL on a 32bit Windows, and for 64bit DLL on a 64bit Windows:
    Open an elevated command prompt.
    To do this, click Start, click All Programs, click Accessories, right-click "Command Prompt", and then click Run as administrator.
    In Windows 8/10, go to the Start screen. Start typing cmd and Windows will find "Command Prompt". Right click "Command Prompt" and choose "Run as administrator".
    If you are prompted for an administrator password or for a confirmation, type the password, or click Allow.
    Type regsvr32 filesyncfalwb.dll and press Enter.
    Registering 32bit DLL on a 64bit Windows:
    Open an elevated command prompt, as instructed above.
    In the command prompt, start by typing following and press enter:
    cd c:\windows\syswow64\
    then type the following and press enter:
    regsvr32 c:\windows\syswow64\filesyncfalwb.dll
    Finally, reboot your PC one last time to refresh the memory. That should do it!