I’m not entirely sure if this is a wishlist item or a bug report, but I’ve noticed that even in newer versions of Lumen (two weeks old or so), GI is not visible in reflections at all if the higher quality ‘hit point’ lighting is chosen. This leads to some relatively strong discontinuities between the lower and higher quality settings, including some unusual darkening of scenes when screen traces are not available.
I understand both the computational cost and the pipeline discontinuities that would come from it, but some support for genuine multi-bounce reflection would be extremely welcome. I’ve found that even a single additional bounce can vastly improve fidelity, although I know it’s prohibitively expensive in many games.
Reflections on SingleLayerWater also appear to be either broken or not found in the usual CVars, not even SSR, but that’s not as much a priority for my work.