Rtgi 0.17.0.2 <ORIGINAL>

Early benchmarks suggest a 15-20% performance gain over version 0.16 on the same hardware (tested on an RTX 3060 and RX 6700 XT). A persistent issue with post-process ray tracing is "haloing"—where an object in the foreground bleeds light information from the background. Version 0.17.0.2 implements a stricter depth rejection parameter . This reduces the "ghosting" effect behind moving characters substantially, though it may require slight tweaking per game. Installation Guide: Getting RTGI 0.17.0.2 Running Because RTGI is a paid shader (available via Patreon), the installation process differs from standard free ReShade effects.

In the ever-evolving landscape of PC gaming modding, few tools have commanded as much respect and attention as Pascal Gilcher’s Ray-Traced Global Illumination (RTGI) shader. Part of the renowned ReShade suite, RTGI has democratized high-end lighting effects, bringing a taste of next-gen illumination to games that were never designed for it. rtgi 0.17.0.2

The algorithm now better differentiates between "new light information" and "temporal noise." Users will notice that static scenes look plastic-smooth, while moving objects retain a natural grain without the dancing pixels of older iterations. Ray tracing is notoriously expensive. However, RTGI 0.17.0.2 includes a new Adaptive Ray Count . Instead of casting the same number of rays across the entire screen, the shader intelligently reduces ray counts in darker, shadowed areas where high precision is unnecessary, and focuses compute power on brightly lit surfaces. Early benchmarks suggest a 15-20% performance gain over

Furthermore, the improved efficiency hints that future RTGI versions might run on integrated graphics (like the Steam Deck) at playable frame rates—something unthinkable just two years ago. RTGI 0.17.0.2 is not a revolution; it is an evolution. It fixes the annoying flickering of its predecessors, runs faster on mid-range hardware, and finally makes post-process ray tracing viable for fast-paced action games. This reduces the "ghosting" effect behind moving characters