<aside> <img src="/icons/forward_gray.svg" alt="/icons/forward_gray.svg" width="40px" /> What is Ray Tracing
Ray tracing is a proprietary graphic rendering developed by NVidia. Real-time Ray Tracing is possible only with newer RTX GPUs and also needs software / game compatibility. Right now, Final Fantasy XIV is not compatible.
Even though Ray Tracing is actively developed by NVidia, the method used is being replicated by some.
Ray Tracing allows light simulation, offering a better light bouncing on polygons, better occlusion (shadows), depth and light pathing. (more rays, longer rays, thicker rays etc)
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<aside> <img src="/icons/forward_gray.svg" alt="/icons/forward_gray.svg" width="40px" /> What is (SSR)RTGI
Stands for Ray Traced Global Illumination. It’s an original Ray Tracing code, but limited to space screen (what your monitor displays real time), it is less efficient than Ray Tracing due to it’s screen limitations but fully enjoyable especially when you game isn’t supported and has no plan on incorporating compatibility for NVidia’s Ray Tracing. (and also, if you don’t own a RTX GPU…)
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<aside> ⚠️ For FFXIV, you will have to enable “Smooth Normals” in the shader “MartysMods_LAUNCHPAD.fx”
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Where to get RTGI: on Pascal Gilcher’s Patreon.
You can the differences between tier here: Pascal Gilcher "McFly" Patreon
If you’re only looking for RTGI, you will need to subscribe to the tier “Ray Tracer”.
Even though I would strongly advise you to also subscribe to “Path Tracer” as this includes ReGrade+ addon, FFTBloom, ReLight, YACA (color aberration) & more!
The simplest way to think about it would be: replacement of MXAO. MXAO only treats occlusion (shadows)and RTGI treats both light and shadow, you’ll get a way better result.
Be wary that as it also treats light, other light enhancement should be turned off until you are satisfied with your RTGI settings
Those will help you to set your light paths, this can also be a useful tweak for weaker GPUs.If you struggle to picture what is happening, you can turn on the “lighting channel” in the debug tab.
You’ll be able to tweak: