Marty McFly revamped the RTGI shader with next-gen sampling and fog

Pascal Gilcher released a major update for his RTGI ReShade graphics shader after six months of development work. The computer programmer creates visual enhancement tools that improve video game graphics for players around the world. Gilcher attempted to use an existing algorithm called ReSTIR GI but faced technical problems with noise and sampling issues. He decided to build his own sampling method that produces better visual quality than the original approach. The new shader also features improved reflections that trace more accurate light paths.

Gilcher fixed problems with his MXAO shader that caused visual halos around game objects. He upgraded his Launchpad shader with a new algorithm that handles small pixel movements more effectively than previous versions. Players can choose between two different optimization methods depending on their computer performance needs. Newton works faster for lower quality settings and SophiaG provides better results for high-end systems. These improvements help other graphics shaders work more smoothly.

The developer created a new volumetric fog shader that uses advanced path tracing technology. He originally built this tool as a reference point but enjoyed the results enough to release it publicly. The fog shader creates realistic atmospheric effects but works only for taking screenshots due to its demanding processing requirements. Players must subscribe to Gilcher's most expensive Patreon tier at twenty dollars monthly to access this experimental feature. The shader demonstrates impressive visual effects when used with games like God of War.
 

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