→ depth buffer wrong (invert / format) Too noisy → reduce Ray Length or Intensity, or accept as stylistic Too dark → increase Intensity / Bounce Count Too slow → Bounce Count = 1, lower Ray Length Artifacts on edges → screen-space limitation – unavoidable
Another major addition was a for ambient occlusion (AO). "It basically renders AO in much lower resolution and skips main AO computation where the prepass didn't generate any occlusion at all," Pascal described. The real‑world impact was substantial: large white areas with minimal occlusion detail no longer consumed processing resources. Pascal noted that the performance gains were "more apparent when using low radii and/or high quality presets"—a direct benefit for users who wanted maximum quality without tanking their frame rates. rtgi 0.17.0.2
The Fadeout controls allow you to set a maximum distance beyond which RTGI stops casting ambient occlusion and bounce rays. Reducing this distance can recover some performance, particularly in games with large open environments, and it also helps prevent lighting artifacts from interfering with distant fog effects. → depth buffer wrong (invert / format) Too
However, ray tracing is heavy math. Expect a performance drop depending on your hardware: Pascal noted that the performance gains were "more
RTGI (Ray Traced Global Illumination) version , released by creator Pascal Gilcher (also known as Marty McFly) in October 2020, stands as a significant milestone in the development of post-process ray tracing for video games. This shader, primarily used through