Rendering 360° scene for acurate SSGI

Hello,

I am experimenting with the newly added SSGI (Screen Space Global Illumination) and I really like it so far. The problem of course, is that it is a screen space effect and things off screen don’t affect the scene, so there are a lot of noticeable artifacts, especially in indoor environments. I was thinking of a solution where the entire 360° will be rendered and then only the normal view will be displayed. Whatever is outside the normal camera view doesn’t need to be high res, only a few pixels, because I only need the light information. Could there be any way of doing this in ue4?

here is a video of someone doing something similar in unity: Example Of Screen Space Reflection Problem (and my fix) - YouTube

Hey Epic Devteam, I know you are very busy with Lumen that may probably solve this stuff but would there be a way to solve this anyways? Maybe with a higher out-of bounds screenspace calculation or a second invisible camera to take care of. Really, it would save the day…and the week and the month!

Greetings and thank you for all the awesome work you do!

Tobias