Raytraced reflections of reflective materials - massive noise?

Hmm, I’m trying to design a vr driving game, and mirrors naturally are of utmost importance in a car. With ground not being so flat in color as yours, for example asphalt leaves huge streaks is using taa/tsr. Completely unusable for this. Is there a better approach to creating a mirror? Scene capture has nice clean picture, but putting it close to objects enlarges them so that’s not realistic at all. As I mentioned previously, the planar reflections work the best, but take more performance than raytracing.