Note guys that vid is running Reshade "path tracing" and SSR shader, not hardware ray tracing let alone RT properly implemented within game. BM dev. commented on the video saying that by tweaking textures a bit the overall result would be better and less watery / shiny but it's still a Reshade filter like any other, based solely on pixel color and depth. Given that limitation McFly's RT shader is nothing short of impressive as it's essentially guessing what are light sources and how light should propagate but it's an artificial solution nonetheless. Reshade will not use any RT cores from RTX cards as it runs on pixel shaders alone (so it will run on all cards). This could maybe work in the future if Reshade gets DX12 or Vulkan support so RT cores could be exposed to it. Even then the game needs to use one of those to start with (BM is DX9). If you want to see a proper current implementation of RT(X) look at Metro Exodus or Control. Both of which do look stunning without RT but the effect of RT GI is it makes lighting more realistic and this effect is often subtle. However when you start noticing it, artificial GI starts sticking out like a sore thumb Spoiler Having played Quake 2 RTX I find it hard to go back to Quake 2 XP or vanilla Quake 2 for that reason. (Obviously there are other reasons that favor XP or vanilla game over RTX). Implementationwise Quake 2 RTX is also a good example, actually even better than Exodus or Control, but given the source material it can be hard to appreciate RT. To date Q2 RTX is the most comprehensive RT implementation where rasterization is no longer used for anything - unless you want to by changing settings - but all lights, shadows including AO and reflections are done in RT. In addition highest quality GI uses 4 rays per pixel. For comparison Exodus on Ultra RT uses 1 ray per pixel (and 0.5 on lower settings, meaning one ray for 2 pixels).