Extend Screen Space Reflections radius?

Is there a way to stop the SSR cutoff from noticeably fading reflections as you look around? The realism and quality of the reflections is second to none, but as soon as the player turns, the refections get noticeably cut off at either side of the glossy material. Is there a way to to extend the radius of the SSR so that the cutoff happens out of view? This is nothing to do with reflection captures, as the problem only occurs when SSR is enabled in the post process effects, without it, you get less detailed reflections, but they behave in the right way- no cutoff line constantly showing where the reflections have started to render! I don’t mind modifying the shader file or the ini file and losing performance if it means better visuals!

Thanks!

Correct me if I’m wrong but I believe this is a side-effect of how screen space reflections work – they’ll only give valid reflectable scene data for reflected details towards the middle of the screen. That’s because any pixels that should reflect content not currently drawn to the screen can’t reflect that because the SSR shader doesn’t know what the offscreen parts of the game look like.

I imagine you could render the scene to a larger backbuffer then only display a portion of it to the users – that would let you expand the reflection borders, but would also cost quite a lot in rendering overhead and memory.