

Please enable JavaScript to use our comparison tools. The project is still in an early stage, but the idea is that eventually each game should have a tweakable ENB file that determines how the path-tracing operates in that title, making it easy for people to enable path tracing in a wide range of games after someone has done the tweaking and configuration needed to produce a good result. The actual path tracing works using voxels, generated by a sparse pointer-based solution in a volume of 2048x2048x1024 units - similar to SEUS PTGI for Minecraft. An early teaser of Skyrim SE running with the path-traced lighting add-on.

From here, you can pass the data to the shaders and do your own things with it getting the special world-space path tracing shader to work just requires sending it the appropriate input data for the game it's running in, a process that can take anywhere from 10 minutes to two hours. Pascal, in contrast, promises "a little bit of clicking around in the " that works in pretty much any DX9+ game that the ReShade plugin can operate in.īehind the scenes, Pascal says that the add-on works by grabbing pretty much all calls to the graphics card no matter their parameters, in a similar manner to debugging tools like NSight or RenderDoc.
#Skyrim reshade upgrade
This new PTGI upgrade is significantly easier to implement than RTX Remix, which requires a good amount of coding to implement. Even more excitingly, this new ReShade add-on operates on similar principles to Nvidia's RTX Remix, with the potential to add world-space (rather than screen-space) path-traced lighting to thousands of games based on DirectX 9 or later.

Enterprising developer Pascal Gilcher, best known for creating a ReShade add-on for ray-traced global illumination (RTGI), has unveiled his work on a path-traced version of Skyrim Special Edition.
