Rendering quality difference between viewport and preview window

Hello,
Maybe this has been asked before, but i can’t seem to find an answer to this question. I’m having trouble matching my viewport lightning setup to the viewport preview scene settings.
I’ve matched as close as I can by copying the post processing in the preview to a post processing volume in the viewport and also by using LightStudio BP with the same default HDR and same directional light settings.
But as you can see in the images below, the two don’t quite match, even the directional light color, which is the exact same value! The subtle reflections on the wires are totally lost in the preview, it’s almost like a different material.
I’ve fiddled around with exposure and sphere reflection capture, but i still cant get those nice indirect light reflections…

Having this object with the light facing like this is crucial to my final scene, so it’s really really important that the wire and emissive objects don’t get muddled together like this…

What am I doing wrong? What miracle is happening in the preview scene?

Hmmmm… id like to know aswell.

I’m starting to wonder if it has something to do with HDR compression in the viewport or something.

I seems I found out the solution, I think. I simply unplugged the Ambient Occlusion attribute on the material editor of the material i’m using on this asset and now both windows look pretty much the same. Seems that AO is not taken into account on the preview render.
If this is not accurate, at least it’s a workaround.

Ahhh! Good to know.