Translucent Materials behind Other Translucent Materials Ignore Refraction

That makes a lot of sense. And that seems very close to what Valve did with CS2’s reflections: They have areas with columns in them that have completely correct parralax, and it makes sense that you could set up proxies to represent those objects and intersection test those cheaply. There are many high quality solutions available, but I could see the dev cost being prohibitive for anything other than small maps that many players will use.