0361 Extra Quality ((link)) — Reshade Rtgi
Improved how the shader reads the game world, reducing the "halo" effect around the character's head.
Bringing ray-traced global illumination to games that never originally supported it has become the "holy grail" of PC modding. At the center of this movement is Marty McFly’s (Pascal Gilcher) , specifically the highly discussed RTGI 0.36.1 version. If you are looking for that "extra quality" look to bridge the gap between classic titles and modern visual standards, this version represents a significant milestone in post-processing technology.
Ray tracing is inherently "noisy" (grainy). The 0.36.1 update introduced more robust spatio-temporal filters, meaning the lighting stays stable even when you move the camera quickly. Key Features of the 0.36.1 Update reshade rtgi 0361 extra quality
If you stand next to a red wall in-game, your character’s armor should catch a subtle red tint. The 0.36.1 version improved the accuracy of this effect, preventing the "glow" look and replacing it with realistic light transfer.
Here is a deep dive into why this specific build matters and how to maximize its potential. What is ReShade RTGI 0.36.1? Improved how the shader reads the game world,
A critical feature that helps the shader understand that objects have volume, preventing light from "warping" through thin walls.
When modders refer to "extra quality" in the context of RTGI 0.36.1, they are usually talking about moving beyond the default presets to achieve a "Path Traced" look. Here’s what sets a high-quality setup apart: If you are looking for that "extra quality"
The is often cited as a "sweet spot" for enthusiasts because it refined the denoising filters and light-leakage fixes that plagued earlier experimental versions. The "Extra Quality" Difference
For "Extra Quality," push the Ray Amount to 10 or higher, but be prepared for a 20-30% FPS hit.
The shader remains a benchmark for what is possible in the world of post-processing. It provides an "extra quality" tier of immersion that can make a ten-year-old game look like a modern title released today. By meticulously calculating light bounces and shadows, it adds a layer of "weight" to the game world that standard lighting simply cannot match.