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https://imgur.com/a/j8Ca3l0
The reflection seems to just be a cubemap as it's just a circular orb whereas the light hanging from the ceiling is much more complex. Shouldn't that surface be reflective and with RT reflections on, showing the accurate reflection?
I'll take a look at those areas when I get there, I'm still quite stuck near the beginning haha. Thanks again for the response!
If the lamp reflection does not change positions on your screen if you move without changing your view direction, then it's a cubemap. Otherwise it cannot be a cubemap; if it is simpler than the lamp on the ceiling, that does not immediately mean it's a cubemap.
A cubemap maps reflected view rays onto a cubic texture, which will always behave as if the things being reflected are infinitely far away. Therefore, if you observe any parallax in the reflection, then it is using some other method. It may not be ray traced, but for a shiny floor, there are many other tricks that have been employed in games, such as rendering a simpler version of the scene upside-down.
I think this is something like SSAO (or maybe SSR) and RT both trying to shade the same pixels using different geometry (screen space vs ray tracing structure), but the "effects" name in the graphics menu is too general to pin down exactly what is causing the issue.
If that's the case, I'd love it if they let us turn that specific setting up.
Unreal Engine supports reprojection of cubemap reflections using either a sphere or a box shape, which the artist resizes and aligns as closely to the surfaces of the dominant environmental features as possible to produce an approximated parallax effect in the reflections.
However, in the case shown in christofin's screenshot, it is likely just a specular highlight from a point light.
But the reflection has texture to it, which looks very similar to the overhead lamp. If it's a specular highlight from a point light, wouldn't it be uniform? Unless they map a texture to the highlight...
Side note: by the time we're pulling out magnifying glasses, measuring parallax, and poring over graphics algorithms, I think it's safe to say the devs and artists have achieved their goal of realism. XD