Pascal Gilcher is currently working on a ray traced Global Illumination method for ReShade. What this ultimately means is that PC gamers will be able to enable this ray tracing Global Illumination technique in all DX9, DX10 and DX11 (something that will obviously give a visual boost to a lot of older games).
This ray tracing Global Illumination method is currently in a beta phase and Gilcher aims to make it beta-worthy for its Patreon members soon, and release it afterwards to the general public.
According to Gilcher, the major constraint at this point is performance, meaning that this technique will increase the overall GPU requirements for older titles. Still, we believe that this is something that a lot of PC gamers will at least try once.
“The way ray/path tracing works cannot be cut short in any way so I have to find a solution that requires as few rays as possible while not being noisy and also temporally stable.”
Now while this ray traced Global Illumination method for Reshade is not available yet, Digital Foundry shared a video showcasing this technique in Crysis.
As you will see, there are some limitations to what Reshade can achieve. And while there are visual improvements in various scenes, there are also some issues that may be hard to resolve (like objects that you don’t see not being ray traced). Furthermore, this ray tracing Global Illumination method does not take advantage of the RTX graphics cards, and is not as accurate as what developers are currently achieving with NVIDIA’s hardware.
Still, it’s a pretty cool and interesting concept so here is hoping that Gilcher will further optimize this Reshade method before releasing it to the public.
Kudos to our reader ‘Ivano Er Libanese’ for bringing this to our attention!

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.”
Contact: Email
Sounds good, doesn’t work.
Crysis is still the most graphical technical achievement. The PC version look better than any PS3 and Xbox 360 exclusive. Crysis is like a generation leap ahead. Such a shame Crysis 2 and 3 suck since it so linear despite a slight graphical improvement.
Overrated.
Very cool. Hope to try this out in SWG Dx9. Thanks for the article.
Looks like something you could do by tweaking the colour grading.
Color grading tweaks can’t create new shadows.
To me, this looks like just an overdone AO implementation. Not sure I like the way it ghosts everywhere.
You have to manually adjust it yourself, there is a whole list of parameters. These people from DF are just incompetent.
Because they didn’t set it up the way you would they’re incompetent?
Can’t say I agree with that.
They actually did tweak several things throughout the video, BTW.
Because you are supposed to adjust the AO settings yourself for it to look optimal, it’s a generic solution that works across games.
They didn’t touch any of the AO/GI settings, they just toggled other unrelated shaders.
“o look optimal,” aka, to personal preference. Gotcha. So, yeah, they’re stupid because they didn’t have the same preferences that you do… Yeah, you have no argument here.
I’ve watched nearly every video they’re put out for years. They know their stuff and make great content.
“this looks like just an overdone AO implementation”
Your own words.
The aim of AO and GI is to make lighting and shading more realistic.
In the video they were showing how it was bleeding colors too much, when that was their own fault for not adjusting the values.
They were talking about how it was bleeding light too much, in certain conditions, such as in the shade and in buildings where strong light wasn’t hitting it. The program doesn’t know if you’re indoors or under cover, and the implementation is only estimated. It would be the same effect no matter how you implement it. Even worse, it doesn’t even factor in the direction of the sun or light sources. It’s all screen space and based on local values, which will always be inconsistent and basically wrong.
Are you sure you watched the video?
yup you’re the one b*ching about how it looks
Do you have brain damage?
I achieved similar results by tweaking the in-game AO and bloom Cvars.
“But can it run ray traced Crysis?”
Maximum Game.
You missed it so hard… It was Maximum Ray tracing!!
This is not raytracing. It’s path traced ambient occlusion.
Proper explanation here: https://www.youtube.com/watch?v=NkGvESObKxE
It’s just simple Screen Space Global Illumination & Ambient Occlusion. Calling it “ray tracing” is misleading.
Nope.I used to be enb junkie years before, around Skyrim’s release,yet after a while i discovered ReShade. Well, once you go with ReShade, you can’t switch back to any other. Enb has a lot of limitations and terrible performance. RS, amazing amounts of filters, and and double the performance increase than any enb.