Because it is a post-processing effect, it only "sees" what is currently rendered on your screen. It cannot calculate light from objects behind the camera or hidden behind other objects. Performance Impact
One of the hidden strengths of 0361 is its implementation of Ray Traced Ambient Occlusion. Standard SSAO (Screen Space Ambient Occlusion) often looks like a blurry shadow hastily drawn into corners. RTGI 0361, however, calculates shadows based on the light's actual behavior. This creates contact shadows that ground objects in the world. You will notice grass actually touching the ground, and rocks casting micro-shadows that follow the sun’s direction. reshade rtgi 0361
RTGI does not have access to the game's actual geometric data or scene graph. It only sees a 2D image and a Z-Buffer (depth map). Because it is a post-processing effect, it only
: If the lighting looks upside down or reversed, you must edit the Global Preprocessor Definitions RESHADE_DEPTH_INPUT_IS_REVERSED (or vice versa). RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN if the image appears inverted. Display Depth Shader : To verify what ReShade sees, enable the DisplayDepth.fx Standard SSAO (Screen Space Ambient Occlusion) often looks
Here’s a clean, informative text block you can use for a preset description, forum post, or README for by Pascal Gilcher (Marty McFly).