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Rtgi 01702 Release Fixed -

In previous iterations, bright light sources like lamps or the sun would "bleed" through solid objects, creating a weird halo effect around the player model. The 0.17.0.2 update includes an optimized thickness heuristic. It checks the depth discontinuity at object boundaries much more accurately, ensuring light bounces off walls instead of passing right through them. Depth Buffer Resilience

When a community refers to a "fixed" release like "01702," they are typically discussing a version that has stabilized the performance-to-quality ratio

I can provide optimized shader settings customized for your specific hardware configuration. Share public link

Prior to the "01702" / v0.17 release, users experienced several critical failures: rtgi 01702 release fixed

First, download the latest ReShade installer from the official ReShade website. Run the installer, select your game's executable file ( .exe ), and choose the correct rendering API (e.g., DirectX 10/11/12 or Vulkan).

This guide outlines how to fix the notorious , walking you through global preprocessor configuration, add-on management, and game-specific settings to get your ray-traced setup running smoothly. Why RTGI Fails to Render

The release fixed the above issues through the following technical implementations: In previous iterations, bright light sources like lamps

Extract your copy of the qUINT_RTGI shaders and textures directly into the game's reshade-shaders directory. Step 2: Configure the Global Depth Buffer

The designation refers to a specific developmental build (likely dated February 2017 or a versioning scheme such as 0.17.02). This build introduced:

To utilize this specific version or its subsequent incremental updates, you must configure the underlying depth data inside your game files correctly. Use this step-by-step optimization workflow to get the shader running perfectly: Step 1: Install the Software Framework Depth Buffer Resilience When a community refers to

: Light physically bounces off colored surfaces to illuminate adjacent walls and objects.

: In the shader parameter settings, set your Ray Length to a value between 10.0 and 15.0 . Setting this too high introduces screen-space limitations, while setting it too low limits the depth of the global illumination.