Seems like an odd shot in the dark but have you tried applying a normal map to this? It might strengthen the direction of the normals and help with the metallic angles.
the one that looks like gold (which supposed to be brass) has a normal map. It’s basically empty though. I didn’t bake the mesh down. Only wooden part has some information from textures
Screen percentage is 100%. Still all the details with metal looks blurry and out of focus. For rendering, using screen percentage helps when renderimg with MRQ, but metal never gets as razor sharp as it does with Ray-traced reflections (RT reflections are never blurry at any screen percentage). And what about real-time usage?
My Lumen post process settings are all at max, and using max roughness on 0.4 or 1.0 does make any difference at all (the material roughness values are lower than 0.4 anyway).
Somehow I feel I am missing some obvious solution here, as I can’t understand that an engine producing triple-A games has such limitations.
I have even used this command in MRQ at occations (from online tips), but I didn’t really understand what it did (if tested on less reflective scenes, the command is not so apparent)