I’ve seen many questions about overlapping box reflection capture issues. But non actually have a solution and just mention theirs no way around it. But i cant imagine that to be true. As to how do AAA games game get away with this?
For instance, scenes are not just deprived to a single room but many adjoining rooms and hallways. Box reflection works very well on the flat walls and floor etc. But once it reaches another adjoining room/box reflection. We have an issue.
I’ve linked a image for an example with a very reflective floor and some windows.
Is there really a solution to this or do we really have to accept some faults with our build?