4.7p5 starter content - advanced lighting - reflections are incorrect

4.7p5->New Blank Project->Content Browser->Add New->Add Feature or Content Pack->Starter Pack
Either the Advanced Lighting level or by moving spheres next to a shiny one in Starter Map.

The reflections are wrong in multiple directions. Only change is I turned off Bloom before taking screenshot.
Did i change some setting by accident?

[DxDiag.txt][2]

Hi Ngrts,

I’m not completely sure that I’m seeing the difference you are. I did find an issue where it looks like screen space reflections appears to be broken in 4.7 p5, but that’s corrected with our internal build of 4.7 though.

I setup a camera in the exact same place in 4.6, 4.7 p5 that I’m using from the launcher, and our Internal 4.7 build and I didn’t notice any directional difference with the cubemap reflection.

Can you point to the difference or show a comparison shot to clearly explain what may be going on that I’m not seeing?

Thank you!

Tim

Hi hi, yes i also noticed I get same result in 4.6.1. So i guess I’m missing something. I thought this example should be proper way to setup reflections.

The issue is if you look in center of the the picture, the black sphere should be reflected on the silver sphere. Its not. Is this demo supposed to be showcasing something else?

File name is what i meant to indicate in picture.

  1. Black sphere is not shown on silver sphere at that angle.
  2. Changed the angle to show they do show up, probably not accurate though.
  3. Black sphere is off screen so dissappeared
  4. Just general, things look wrong.

This would be screen space reflections. It can only reflect what it is seen on the screen. If it’s not visible it cannot reflect. This is why you see only part of the reflection of the black sphere in your first image above. There are plans to improve this in time and UE3/UDK was able to do this by using a scene reflection actor. This has not been implemented yet, but has been requested a few times.

As an example and demonstration here are some images to show how SSR is only capturing what is available via the screen.

SSR 1:

SSR 2:

As you can see from this last image, the more extreme angles make this much more prevalent. The reflection is ending right around the top of the screen where it’s no longer visible on the screen.

I hope this helps explain what’s going on a little more clearly. If you have any questions feel free to ask! :slight_smile:

Tim

Thanks! That explains what i am seeing clearly.

For others: load up the Reflections level and go to display 1.5 in Content Examples.