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alota buzzwords. reflection and gi are not really connected tho. the reflection is rendered seperately. mostly reflection probes for performance reasons. planar reflections basicly renders the whole scene twice. once upside down at the water level. this has a significant performance hit tho. the faster option is screenspace reflection where just the framebuffer is flipped upside down. it's prone to artefacts tho where geometry in the foreground overlaps with the reflection in the background. a known limitation with different approaches to fix those.
if you wanna google some graphics tech: the gi is using a voxel grid algorithm. i'm not going to deep and check if it does indeed add to the reflections. doesn't matter much.
it looks good. yo
It's by far a thousand times better than standard GI and reflections that are used by many other games. Dead Island 2 uses the most basic GI and screen space reflections and it's barely putting a workload on my system. But comparing TLOU on medium and high settings, TLOU reflections look better than DI2 on ultra does (for reflections only). The rest of Dead Island 2 is pretty simplified, older style animations, character models, standard GI lighting, but everything is baked in a massive layer of Post Processing so all the textures look a lot sharper than they actually are.