Unfortunately this is a side effect of the way the SSR are done in the engine- they take what is visible to the camera, and draw reflections, but anything that isn’t visible by the camera, isn’t drawn. If the camera is pointed centre and the floor area isn’t too wide, the results are usually perfect, but any kind of wide area or looking too far up/down/left/right will cause the borders to appear and can definitely mess with the immersion. I would love for there to be an option to maybe draw the reflections from a point behind the player, or at a different FOV to that of the main player camera- not sure how plausible these ideas could be, especially with regards to quality and performance, but it’s definitely something that has always bugged me slightly, and has made me change the way I design scenes, to ensure it is difficult for the player to produce the borders. However also keep in mind that most players won’t see these borders, and it’s easy to notice them when you are the one designing! Also would be cool if there was an option to extend the fade distance of the borders- I think partly what causes the break in immersion is the obvious grainy line/area that separates the reflection from the non reflected area.