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Ray tracing global illumination is used in the whole video, except some comparison I toggled, I think you guys can see them clearly, (don't mind the aliasing, I don't really get what causes that, I even overrided ingame with 8x eq msaa via driver and still looks like that, the game uses smaa) (uploaded this for my gamebanana & discord sharing, if you're coming from another platform.. you're wellcome : ) (also, watch my debug Ray Tracing prevew video, I'll pin it at the end of the video). fixing character after implementing ray tracing gi, with smooth normals. in this version; no [dh_uber_motion.fx], and [vort_Motion] used, this's pure globall illumination preview, so the ligtings might seem inconsistent. Genshin Impact visual fidelity tweaks, featured with Ray Tracing (it's semi Path Tracing Global Illumination) this's my tweak with reshade as part of rtgi/ptgi by pascal gilcher, ~ not saying this looks better than vanilla cz it's subjective, but this deffinitelly gives more accurate lighting physics & shadows (not changing light sources, may looks messy) using software semi-path tracing global illumination (light physics of indirect lighting, skycolor, .etc). may suits you if you want to play with different vibes (or/and want to benchmark your gpu 😁) ~ req: card with gg raster performance, estimated rx7600 or rtx 5050 or greater on raw performance can handle this smoothly (at the same tier, amd over nvidia for this one). immerse pro pascal glicher 2504 or newer. genshin impact ~ my ring: r5 7500f rx 7700xt ~ still preview, follow up on my yt or gamebanana ~ support by following up and activating all notification and subs XD note: this's Not any kind of Lut/Filters .etc and you can't achieve this with them unfortunatelly, it's global illumination tweak. posted this on gamebanana might also upload some other area too for preview soon. drop your questions, suggestion, .etc in the comment 😉