Digital Dreams has shared a new video, showing Halo: Reach with some Ray Tracing effects. As always, Digital Dreams used Pascal Gilcher’s Reshade that can overhaul a game’s Global Illumination effects.
Halo Reach is a really old game and we can easily notice the visual improvements that this Reshade Ray/Path Tracing mod brings to the table. Thanks to these post-processing techniques, the game does not look as flat as it does in its vanilla version.
Unfortunately, Digital Dreams did not include any framerate overlay. However, we believe that a respectable number of high-end GPUs will be able to run it. After all, the game does not require a high-end graphics card.
Enjoy the video and stay tuned for more!

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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Just a dehaze filter, and you keep calling this raytracing. It’s like you’re boycotting the real thing or something.
For once I kind of agree. But not too much.
People need to stop calling this ray-tracing. Its just a contrast filter with another layer of ambient occlusion. The shadows, Global illumination, everything is still rasterized and NOT RAY-TRACED
Do you count Tomb Raider’s shadows as “not ray-tracing”? Do you count Battlefield 5’s reflections as “not ray-tracing”? The reshade mod creates indirect lighting and ambient occlusion by tracing rays. It’s ray-tracing.
It doesn’t. It’s like some regular ReShade preset. There’s no new lighting. Just modified tone mapping, and more contrast and saturation. Just try to identify any difference in the actual shape of the shadows between one and the other. There’s NONE. No new shadows, no removed shadows either. Let alone reflections or light bleeding. Just stuff you could do by moving sliders in Photoshop.
The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing.
You’re completely wrong. Watch the DigitalFoundry about this if you don’t see all the light bleeding. The intensity is up so far, normal character models are shining lights onto the ground and you’re here denying that new lighting is added. Every scene with a bright light source sees lighting in that color hit the surfaces around it in a directed manner (not just bloom around the origin point).
the problem is this guy, he is a terrible source if you want to see how RT shader looks, he combines 10 different shaders with RT in every video he makes to exaggerate the difference.
This is Path Traced Screen Space Global Illumination. The biggest obstacle for this shader is lack of materials information, it rellies only on Z-buffer/depth buffer and brightness levels.
With very little information this shader has access to it still delivers impressive results especially in scenes where there are a lot of lights.
Effects like in screenshots below cannot be achived with post process on rasterized frame.
https://uploads.disquscdn.com/images/db5b87e1b7d7927671ed6a0643e02560a7c81789dfdb3748caed553dbb9dc33e.jpg https://uploads.disquscdn.com/images/1c529adfa74c46a72483ec1262d7b62de09926a2c49f802640fd77178d5098ff.jpg
Your screenshot does show a modified behaviour of light. In the bottom pic the sign lights the floor in a way that is just not there in the top one.
Now, the video accompanying this article is a different story.
This IS ray tracing. But in screen space. They are tracing rays as they traverse through the scene. It’s literally the definition of raytracing.
It just looks like garbage for the most part (some scenes see improvements, like the blue bounced lighting off of the barrels) because it is done in post-process after any meaningful impact Raytracing could have is gone.
Don’t dismiss tech that you don’t understand.
Looks amazing but you can see the frames dip alot. As cool as it is I’d prefer smooth 60fps gameplay over pretty graphics
While this does look good.
Yikes that frame rate.
A ReShade profile that’s in beta and they’re charging $5 for it until it’s out of beta?
If that’s true then when did people start charging money for ReShade profiles?
Its just the Raytracing graphics option, not entire profiles.
Its one guy that is programing it, and it’s his work and code that people pay for. When it releases you can add it to your shaders folder and toggle it on ingame.
“Its just the Raytracing graphics option, not entire profiles”
Isn’t that the profile in question though? Or are you saying there’s also a version of the ReShade profile in question without “the Raytracing graphics option”? If so, then what does it do?
yeah it looks good…. but honestly a game can achieve the ray tracing result too without ray tracing if it just added in some basic lighting. Ray tracing is cool but at the same time it’s not all that necessary.
Sort of insane, it actually looks like it adds dynamic spot lights to the light sources that are off in default or not casting or producing a global illumination effect(well that is what it makes it look like in the vid the new effect).
…I think it looks really cool, just for the added lighting it’s worth it. Man I bet the new Halo is going to look crazy good, I really hope it will have a SP mode, guess 2020 we will finally see it!
this digital dream guy is a scammer, he always uses other effects on top of RT.
you literally cannot make a worse comparison video.
you dont need Digital Foundry to feel that sub 60 FPS with raytracing …..
Looks like something i could do with Nvidia Freestyle. Add Exposure,Bloom,Saturation,Sharpening. Then mix it up and get this!
it looks worse dude, characters and objects stick out like a sore thumb, same way in gears of war characters and objects stood out due to lack of dynamic shadows..or ambient occlusion.
It just looks brighter, with stronger bloom. I wouldn’t call this “significantly better” lol. This is why I don’t turn off my adblocker for this website.
I wont pretend I know the diff between real ray tracing, fake ray tracing, post blob fuzz glare whatever the heck people are applying to some of these games.
But a lot of these game screenies lately look over-done. Too bright and most things seem too reflective, imo.