Reshade Ray Tracing May 2026

float trace_ray(float3 ray_origin, float3 ray_dir, float max_steps, float step_size) float2 uv = ray_origin.xy; float depth = ray_origin.z; for (int i = 0; i < max_steps; i++) uv += ray_dir.xy * step_size; float sampled_depth = tex2D(depthBuffer, uv).r; float ray_depth = ray_origin.z + (i * step_size * ray_dir.z); if (ray_depth >= sampled_depth + epsilon) return sampled_depth; return INF;

ReShade emerged as a generic post-processing injector that allows custom shaders to be applied to any DirectX 9–12 or OpenGL game. Among the most popular custom shader packs are those implementing screen-space ray tracing (SSRT). These shaders approximate ray-traced effects using only the color and depth buffers of the current frame. reshade ray tracing

(conceptual): In Skyrim, ReShade RTGI adds bounce light from fire to surrounding walls, but shadows under trees remain unnaturally dark due to missing sky visibility. 4.3 Performance | Effect | FPS cost (RTX 3060) | Without RT | With ReShade RT | % drop | |--------|---------------------|------------|----------------|--------| | Reflections (low quality) | 60 | 52 | 13% | | Reflections (high quality) | 60 | 38 | 36% | | GI (8 rays, 2 bounces) | 60 | 31 | 48% | | AO only | 60 | 55 | 8% | (conceptual): In Skyrim, ReShade RTGI adds bounce light