Processor and graphics card specifications are live

Glossary/GPU/Global illumination

Global illumination

Global illumination is lighting that accounts for light bouncing between surfaces, so a red wall tints a nearby white floor rather than leaving it flat.

Also known as GI, indirect lighting

Not measurable from a browser

A browser cannot read temperatures, power draw, fan speed, VRAM capacity, clock frequency or native FLOPS. For a direct reading use a native monitor such as HWiNFO64, GPU-Z or lm-sensors. SystemCheck contributes the other half: whether the condition is costing you throughput, measured as decay and consistency.

Direct lighting only considers light arriving straight from a source. Global illumination adds indirect light: every bounce off every surface. It is what makes an interior look inhabited rather than like objects floating in a void, and it is where most of the perceived realism in a rendered scene comes from.

Computing it exactly requires solving an integral over all incoming directions at every point, which is what path tracing does by sampling. Real-time engines instead use approximations: baked lightmaps, irradiance probes, voxel cone tracing, screen-space GI, or a restricted ray-traced GI pass. Each trades accuracy for a frame budget.

GI is the reason path-traced workloads scale so brutally with scene complexity. Indirect bounces touch geometry the camera never sees, so acceleration-structure traversal dominates. SystemCheck's path-tracing stage exercises this indirect-light path, which is why its results correlate better with ray-tracing hardware capability than with raw raster performance.

In a game's settings menu, global illumination often appears as a quality level or as a separate ray-traced option. It can be one of the most demanding settings, and also one of the most visible, because it changes how every room and shadow looks. If frame rate matters more than lighting quality, lowering it is a common trade; if a game offers a screen-space or probe-based mode, it usually costs less than a full ray-traced one.

Related terms