>>2890296It does not reflect things that are hidden behind models, the other guy is right. It's literally in the name. It can only show you what's visible to the camera within the viewport, obfuscated by dithering and faded depending on the viewing angle. Here's a quick demo that proves it (I'm using 256 samples, by the way, which seems to be the upper limit for either the GPU or the software):
https://files.catbox.moe/wrlj75.mp4>> This doesn't fix that bug however.Refer to my second reply (with the picture) to the initial question.
>> I don't really understand what they are doing.Look for them in the PostProcessSSR.fxsub code if you haven't. I think it'll become very clear what they do if you pay attention to the video.
>>2890301To my knowledge, no. It's either SSR, ray tracing, or linear projections, because relying on them to distinctly reflect the same things in the same surface makes no sense (either because it's excessive or because it will lead to visual artifacts). There's a very comprehensive video on the types of reflections and lighting in video games (to be correct, it's a rant on why RT is superior to other types). While it's in Russian, you can copy-paste the transcription to an online translator.
https://www.youtube.com/watch?v=C1OBELUacyU