Why not allow reflection captures with Lumen GI?
Cutting out realtime rendered reflections could help out some game situations for studios.
Take an open world instance with world partitioning.
The world partition streaming can mitigate the 351 limit and handle any major changes in the world such as hourly or weatherly changes that would show with Lumen(Both GI and reflections).
Imagine the HLOD system expanded with a “World state” arrays(I think the Night version of the City Sample did that? I may be wrong).
Streaming of capture information could be streamed just like HLODs.
A Matrix system comprising of “world state profiles” created by the studio/environment artist.
Workflow such as building the worlds captures under “5:00AM__Raining” or “12PM__ClearSky”.
(Weather and any other conditions are named by studio)
After the dev says go, each reflection capture in the world grabs the static labeled objects with GI for the scenarios for the entire world.
Heck, it can also capture cinematic multibounce reflections on reflective objects in the scene(may not be visible if memory needs to be keeped in check with low resolution captures).
Would be a nice fallback for SSR.
If I’m missing something obvious, or if I didn’t explain something very well let me know.