Public Policy Blog |
The 0.17.02 iteration of the RTGI shader focused heavily on optimizing the temporal accumulation filters and refining how the shader interacts with the game’s depth buffer. While these changes aimed to reduce the "ghosting" artifacts common in earlier builds, they inadvertently triggered several widespread bugs:
Released on , this version served as a rapid follow-up to the 0.17 major update.
The associated with ReShade's Screen Space Ray Traced Global Illumination (RTGI) shaders, typically triggered by version mismatches, incorrect installation paths, or API conflicts with the host game .
: Resolved immediate crashes and bugs introduced in the initial 0.17 branch. rtgi 01702 release fix
Understanding the RTGI 0.17.02 Release Fix: Troubleshooting Ray Tracing in ReShade
Reduce the sample count if the image is too noisy. Frequently Asked Questions Why does my game look "milky" after the fix?
: In many online multiplayer games, ReShade disables the depth buffer to prevent cheating. : Resolved immediate crashes and bugs introduced in
: Limits color oversaturation occurring during secondary and tertiary diffuse light bounces.
Before understanding the significance of version 0.17.0.2, it's essential to understand the context of the RTGI project. RTGI (Ray Traced Global Illumination) is a post-processing shader that injects full ray-traced global illumination into any game that can run ReShade. By tracing rays of light within the game's depth buffer, it simulates how light realistically bounces off surfaces, creating soft, diffuse indirect lighting that games of that era rarely achieved natively.
: Improved how light bounces off transparent or semi-opaque surfaces, preventing the "glowing" artifact sometimes seen on water or glass textures. : In many online multiplayer games, ReShade disables
A mid-sized bank using an on-premises RTGI-based integration layer experienced the 01702 error during a critical quarterly release. Their initial fix attempts (rebooting servers, re-running the release) failed for six hours.
Textures and lighting look split or offset near screen edges.