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!