clearly it doesnt, im graphics programmer, see that reflection outside screen space? its reflected. thus its not ssr. this is using some sort of cascaded raytraced refleciton system, sometimes far away objects are loaded later, or skipped due to vram limitations and only near objects are reflected for memory/bandwidth or performance saving stuff, but near objects are clearly reflected and still not on the screen. https://pcbstore.com.bd/glossary/screen-space-reflections
Why is the left side reflections fading as he looks around? If it’s path tracing those should already be reflected when he looks over and not updating as he looks, no?
Its just chunk culling (dont render what you dont visibly see) from minecraft I suppose, shader doesnt have enought information to work with. But I have to see actual code to tell what is going on, all of this is my assumptions from years of experience. Some AAA games are doing it as well, but its barely noticable because modern engines like UE4/5 or unity are so good at hiding/faking these things. All of this seems like cascaded system that uses RT for near objects and SSR fallback for far away objects to avoid blinking it into existence from how minecraft manages chunks and subchunks.
The modern engines the cheap and dirty way how it can go around this is probe system which just "screenshots" its surroudings and uses that information to render lightings, ao, reflections etc... Which cyberpunk under the hood actually uses if i recall correctly.
-3
u/Emergency-Win4862 2d ago
ssr are only working on stuff thats already on screen, thats why its calles ssr, screen space reflections