Since RTGI is a closed-source, paid shader (distributed via Patreon), "developing" for it usually means creating or Pre-processor Definitions that optimize how it interacts with specific game engines. Feature Development Paths 1. Adaptive Quality Scaling
Develop a script or macro that adjusts the RT_RAY_AMOUNT and RT_RAY_STEP based on the current frame rate. This prevents performance tanking in heavy scenes. : Monitor the FrameTime variable in ReShade.
: If you want to automate settings, you'll need to write a C++ ReShade Add-on to communicate between the game's memory and the shader.
: A toggle that scans for the correct depth map format (reversed vs. normal) and automatically sets RESHADE_DEPTH_INPUT_IS_REVERSED .
: The language used to write these shaders (similar to HLSL).
One of the biggest hurdles with RTGI is depth buffer loss (which breaks the effect). You can develop a UI-based "Auto-Fix" feature: