Rtgi 0.17.0.2 Upd -
Compare this version's to newer, more updated versions Explain how to tune the settings to get the best FPS Let me know how you'd like to proceed! Share public link
RTGI (Ray Traced Global Illumination) version 0.17.0.2 is an older, beta-stage release of the popular shader mod developed by Pascal Gilcher (also known as Marty McFly). This specific build, released around October 30, 2020
In version 0.16.8, the stained-glass lamp on the end table would create a puddle of red on the carpet, but nothing else. A flat, dead puddle. Now, she held her breath. The red light splashed onto the carpet, then bloomed —a soft, pink echo bleeding onto the leg of the piano, a warm orange kiss on the spine of a book. Indirect lighting stability. The patch notes had called it a “fix.” Elara called it a resurrection. rtgi 0.17.0.2
Adjusts how the effect behaves at different distances from the camera. 4. Compatibility Notes Presettings: Many users create specialized
– Copy any .ini configuration file (the preset) provided by the mod author into your game's root folder or the reshade-shaders\Presets directory. Compare this version's to newer, more updated versions
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.
| Setting | Recommended start value | Note | |--------|----------------------|------| | | 0.20–0.35 | Larger = farther bounce but more artifacts | | Bounce Count | 2 | 1 for performance, 3+ for quality | | Intensity | 0.6–1.0 | Bounce light brightness | | AO Strength | 0.4 | Ambient occlusion contribution | | Enable specular | On | If game has rough/metal materials | | Temporal accumulation | Off | Not stable in 0.17 – causes ghosting | A flat, dead puddle
Introduced workarounds to mitigate "flickering" artifacts often seen in high-lighting scenarios or games with temporal anti-aliasing (TAA).
She whispered to the patch notes: “You fixed the bleed. You stabilized the fire.”
. As the game loaded, the familiar sun-drenched streets of Los Santos appeared, but they were... different. The light didn't just sit on the surfaces; it breathed.
