Lumen GI and Reflections feedback thread

I couldn’t tell you precisely the CVar, but I know Lumen uses a hack for rough specular lighting (like yours above) that generally ignores fine specularity above a certain roughness threshold, so it’s functionally just clamping your light away, I believe. That being said, I’m surprised Screen Space rays aren’t picking it up. In hardware lumen and hit lighting reflections, the roughness optimization is removed.