I’m surprised to see you say this honestly. I guess it depends on what you’re using the camera vector for, but screen traces fail horribly if you’re using the camera vector for any sort of parallax effect (presumably because Lumen’s screen traces are just tracing the depth buffer)
Raytraced hit lighting produces the correct result while screen traces don’t:
I still feel like it could be a good idea to include gi/reflection screen traces toggles in the post process volume, so that they can be disabled regionally. I suppose this can be done already in blueprint though so… meh
Also still hoping Substrate might offer some more flexibility about where screen traces are skipped.