I was actually working on a type of ray parallax corrected cubemapping system as an experiment recently, although still too early to show anything, and not sure if it’ll ever get finished. But the ideas were to either use a depth map technique like POM or SDFs to trace the cubemap against.
Not really intended for fully dynamic real time reflections, but to allow for higher quality parallax correct captured reflections for edge cases that lumen struggles with, such as perfect mirrors in indirect lighting environments.
Also have some ideas about using screen space lighting and shadow techniques on unlit cubemaps to allow for seemingly dynamic re-lighting on a static cubemap.
Although most of the time I suspect it’ll be better to just have multiple cube maps for different lighting.
But not sure how much effort to put into it if it’ll be obsolete before long.