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TacticalTeam-RepoRTGI-1.2.0 icon

RepoRTGI

Frame-paced screen-space RTGI with configurable quality and conservative RTX 5070-class automatic activation.

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-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
nickklmao-REPOConfig-1.2.6 icon
nickklmao-REPOConfig

Edit mod configs in-game!

Preferred version: 1.2.6

README

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-d3d11 to 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:

  1. Install BepInEx 5 and REPOConfig.
  2. Copy RepoRTGI.dll and RepoRTGI.Native.dll into the same folder under BepInEx/plugins/.
  3. Launch the game once and edit BepInEx/config/ModsForGames.RepoRTGI.cfg if 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 GetNativeTexturePtr from 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 CreateShaderResourceView error 0x80070057 and verifies a non-black fallback frame.

1.1.0

  • Removed five per-frame GetNativeTexturePtr calls 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 Interleave option 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.