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RepoRTGI
Frame-paced screen-space RTGI with configurable quality and conservative RTX 5070-class automatic activation.
By TacticalTeam
| Date uploaded | 2 months ago |
| Version | 1.2.0 |
| Download link | TacticalTeam-RepoRTGI-1.2.0.zip |
| Downloads | 72 |
| Dependency string | TacticalTeam-RepoRTGI-1.2.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
R.E.P.O. RTGI
RepoRTGI adds a configurable screen-space ray-traced global illumination pass to R.E.P.O. The renderer traces diffuse rays through the camera depth/normal buffer, accumulates indirect light over time, and applies an edge-aware bilateral denoiser.
What it does
- Colored one-bounce indirect lighting from visible scene surfaces.
- Temporal accumulation with depth rejection.
- Frame-paced temporal pixel interleaving.
- Sparse edge-aware spatial denoising.
- Low, Medium, High, Ultra, and fully Custom quality modes.
- Full bypass through the in-game mod settings.
- Conservative automatic activation only for RTX 5070-class or faster GPUs.
- Manual enable remains available for every Direct3D 11 GPU.
- Session comparison toggle (default:
F8).
Automatic GPU policy
The default Automatic mode enables the effect only for the following desktop performance classes:
- NVIDIA: RTX 5070 or faster; RTX 4070 Ti / 4080 / 4090; RTX 3090 / 3090 Ti.
- AMD: RX 9070 / 9070 XT or faster; RX 7900 XTX.
- Future NVIDIA/AMD models whose parsed tier is above these thresholds.
Unknown adapters, virtual adapters, laptop-name variants that cannot be classified, and slower GPUs remain disabled in Automatic mode. Select Enabled to override the policy manually.
In-game configuration
Install REPOConfig (included as a Thunderstore dependency), then open the mod settings in R.E.P.O. Every setting is a standard BepInEx config entry:
Mode: Automatic / Enabled / Disabled.Preset: Low / Medium / High / Ultra / Custom.- Indirect-light intensity and bounce saturation.
- Internal GI resolution.
- Rays per pixel and steps per ray.
- Ray distance and depth thickness.
- Temporal stability and denoise radius.
- Temporal interleave (the number of frames over which ray work is distributed).
- Session toggle key.
Preset values are tuned as a group. Advanced values take effect only with Custom.
| Preset | GI scale | Rays | Steps | Interleave | Denoise |
|---|---|---|---|---|---|
| Low | 0.50 | 1 | 8 | 6 | 0 |
| Medium | 0.50 | 1 | 12 | 4 | 1 |
| High | 0.55 | 2 | 14 | 3 | 1 |
| Ultra | 0.66 | 2 | 18 | 2 | 1 |
High is the default RTX 5070-class preset and is tuned for use alongside REPOFidelity. Every preset, including Ultra, distributes ray work across frames to avoid a single full-trace frame-time spike. If another graphics mod still causes sustained GPU pressure, select Medium.
Compatibility
- Client-side only; it does not alter networking or game state.
- Requires the Windows Direct3D 11 renderer.
- If the game was forced to Direct3D 12 or Vulkan, add
-force-d3d11to the R.E.P.O. launch options. - Other mods that replace the main camera image pipeline may conflict.
- REPOFidelity can be used alongside this mod. RTGI copies its temporary DLSS inputs into stable Unity textures before invoking the native renderer.
- VR is intentionally bypassed unless the VR mod still exposes a conventional main-camera image effect path.
Installation
Use a Thunderstore-compatible mod manager. Manual installation is also possible:
- Install BepInEx 5 and REPOConfig.
- Copy
RepoRTGI.dllandRepoRTGI.Native.dllinto the same folder underBepInEx/plugins/. - Launch the game once and edit
BepInEx/config/ModsForGames.RepoRTGI.cfgif you do not use REPOConfig.
Technical note
R.E.P.O. is not an HDRP game. HDRP's hardware DXR global-illumination override cannot be injected into a built game without replacing its render pipeline and materials. This mod therefore implements RTGI as screen-space ray tracing over the current frame's color, depth, and normal buffers. It is dynamic and ray-marched, but—like every screen-space technique—it cannot bounce light from geometry that is fully outside the camera view.
CHANGELOG
Changelog
1.2.0
- Fixed the black frame caused by caching a transient REPOFidelity/DLSS native texture pointer.
- Added persistent Unity-owned source and depth-normal copies, eliminating
GetNativeTexturePtrfrom the per-frame path without retaining external resources. - Added a native source-frame fallback for D3D11 view or renderer failures and automatic safe bypass after an error.
- Moved all HLSL compilation to the package build and embedded precompiled DXBC in the DLL, removing the first-render shader compilation hitch.
- Expanded temporal work distribution to 2-8 phases and enabled it for every preset, including Ultra.
- Retuned Ultra from 0.75 scale, 3×28 rays/steps without interleaving to 0.66 scale, 2×18 with two phases.
- Reduced repeated XR subsystem queries and render-camera reflection work.
- Added a regression test that reproduces D3D11
CreateShaderResourceViewerror0x80070057and verifies a non-black fallback frame.
1.1.0
- Removed five per-frame
GetNativeTexturePtrcalls that could synchronize Unity's main and render threads. - Cached stable D3D11 shader-resource and render-target views instead of recreating them every frame.
- Removed a redundant full-screen fallback copy from the successful render path.
- Added temporal pixel interleaving to distribute ray-marching work evenly across frames and improve frame-time consistency.
- Replaced the square bilateral denoiser kernel with a sparse cross kernel, reducing its radius 1/2/3 tap counts from 9/25/49 to 5/9/13.
- Avoided decoding ray-step normals until a potential geometry hit is found.
- Retuned every quality preset for substantially lower peak GPU cost, especially when stacked with REPOFidelity.
- Added a configurable
Temporal Interleaveoption to the Custom preset.
1.0.0
- Initial release.
- Added D3D11 screen-space diffuse ray tracing.
- Added temporal accumulation with depth-based history rejection.
- Added edge-aware spatial denoising.
- Added four tuned presets and a custom quality mode.
- Added REPOConfig-compatible in-game settings.
- Added conservative RTX 5070-class automatic GPU activation.
- Added a full bypass mode and an F8 session comparison toggle.