YouTube’s ‘SliM420 GaMing’ has shared two videos, showing Half-Life: Black Mesa and The Outer Worlds with the Pascal Gilcher’s Ray Tracing Reshade Mod. As we’ve already reported, this Reshade Mod can improve a game’s Global Illumination and Ambient Occlusion effects.
Pascal Gilcher’s Reshade is only using depth information available in screen space in order to provide its “path tracing” effects. Furthermore, the Reshade does not have enough information about the light direction, and this may lead to some “inaccurate” effects. Still, these are indeed ray tracing effects.
Since I’ve finished The Outer Worlds, I can safely say that this RT version looks better than what I’ve played. Half-Life: Black Mesa also looks great with this mod. Unfortunately, though, SliM420 GaMing did not provide any before/after comparisons. Moreover, he did not include any framerate on-screen indicators.
As a bonus, I’ve also included below a new Ray Tracing Reshade video for the first Crysis. In this video, Digital Dreams compared the vanilla version with the ray traced version. For the Ray/Path Tracing Reshade version, Digital Dreams also used a 4K Texture Pack. And as you can see, the results are incredible. With the exception of some scenes, this modded version of Crysis can still look great.
Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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This is a true path tracing Global Illumination based on available light sources and depth data on the screen. Base on available light sources, the bouncing is accurately calculated. It does not have information from beyond screen light sources and geometry.
No it isn’t, the shader has no idea what is and what isn’t a light source, it’s based on pixel color values.
You do realize you can calculate intensity and compare against background right?
You do realize that still has nothing to do with knowing what is and isn’t a light source? It makes decent guesses, and often fails since it has no scene information.
The shader is in alpha at the moment so dont expect perfection from it.
No, it’s in Beta.
And it has nothing to do with how far into development it is, it’s an inherent limitation of Reshade, you only have access to the final frame as well as depth buffer.
I want to see this in Doom 3 OG.
Lots of stuttering in these videos because the person who recorded isn’t syncing their frame-rate to the display’s refresh rate (plus also low FPS in general). People shouldn’t release videos like these because it makes the camera look hitch-y and stutter-y. Please use some kind of vsync or scanline sync, people. Or at least an RTSS frame-rate cap.
Just so you know, the refresh rate of the original users display has no impact on how recorded video looks. The recording happens before the video reaches the monitor.
It’s just the bad frame rate and bad frame pacing that’s making this look bad.
It’s recording at 4k 100mbps using reshade that causes the stutter.
The recording doesn’t care…
Thank you for showcasing my preset test. The RT shader is still in alpha at the moment but it’s getting better with each iteration.