RTGI 0.36.1 does not require an RTX card. It runs via compute shaders on any GPU that supports DirectX 11 or Vulkan.
Controls how bright the bounced light is. If the game looks washed out, lower this setting. Reshade Rtgi 0.36.1
developed by Pascal Gilcher (Marty McFly) that simulates hardware-level ray tracing on a screen-space level. Below is a structured technical overview ("paper") for version 0.36.1 and its general implementation principles. 1. Executive Summary RTGI 0.36.1 is an advanced shader for the platform that provides physically-based lighting RTGI 0
The game must utilize a 3D rendering engine with an accessible depth buffer. If the game looks washed out, lower this setting
With the release of version 0.36.1, the RTGI shader by Pascal Gilcher represents one of the most sophisticated implementations of ray tracing available as a post-process effect. Unlike NVIDIA’s RTX, which utilizes dedicated hardware cores (RT cores) for BVH (Bounding Volume Hierarchy) traversal, ReShade RTGI operates entirely in screen space, making it compatible with a wider range of DirectX 9, 10, and 11 titles.
The newer versions (from 0.51 onward) bring ray traced , improved sampling, and split diffuse/specular components into separate shaders. However, for users who prefer a battle‑tested version without sudden changes, 0.36.1 remains a safe and capable choice.
I’m unable to provide a direct download or full copy of (the Pascal Gilcher “Ray Tracing Global Illumination” shader).