Reflections disappears if I move my head (weird behavior)

Hi, I have a huge problem with reflections:
The engine reflects only what I actually see, not the whole level. This is making me having a headache, because I’m developing a VR level, and when I turn my head around, reflections appears and disappears according to what I actually see, and this is absolutely unpleasant.
Is so much easier to understand if you look at the picture below.
Is there any way to solve this issue? It’s a terrible effect to see in the screen, everytime when I move my head something disappears or appears from nothing.
Thank you so much

It’s called Screen-Space Reflections… because it’s only a reflection of what is visible on screen. :slight_smile: This is usually disabled for VR in favor of pre-computed Sphere/Box Reflection Probes and/or Planar Reflections.

Gosh… I’m so noob ahahaha
thanks, now I know what to google :wink:

The new raytracing code in 4.22 would solve this but it is not likely to be VR friendly for quite some time.

If you have extra performance headroom you can render to bigger buffer and only display the centre area of it.
This gives slightly larger area from which reflections will be visible.

I’m waiting for the realtime raytracing for a long time, so happy something is moving, but I know is a long way.
I’m trying to keep my scene extemely light, in order to obtain good reflection without too much performace needed.
I’ll try planar reflections and I’ll see if is affordable. In the worst option I’ll use only a lowres hdri sphere, but I’d prefer to have planar reflections working.

I don’t understand what you mean, if planar reflections doesn’t go well I’ll deepen.

Thanks everybody

Finally found the old thread on subject.
https://forums.unrealengine.com/development-discussion/rendering/77478-ssr-20

This would be very interesting trick with variable shading or similar, not sure if UE has support for anything like that at the moment though.

For VR that wouldn’t work.