**System Information**
Operating system: Windows-10
Graphics card: GeForce GTX 960M
**Blender Version**
Broken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-03 20:45, hash: `rB874c70d08813`
Worked: (newest version of Blender that worked as expected)
**Short description of error**
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The new 2.93 screenspace reflection implementation' s trace precision is not enough to put reflections on all the surface of object (especially near the top parts of surface near upper edge) compared to the screenspace reflections with same or less trace precision in old 2.92 implementation. Its like reflection always fades to top and increasing trace precision doest fix it.
Normally trace precision allows for reflections go all the way up on (for example cube surface) to make its surface fully reflected, but new 2.93 Trace precision 1 doesnt allow for fully making surface reflective and give darker less reflective areas near upper side edges or upper corners
For instance, in most cases: 2.92' SSR with trace precision 0.25 is almost = (almost equal to ) = 2.93 SSR with trace precision 1 (maxed)
(Even though camera is further away enough to get all the reflections from screenspace , new SSRI 2.93 trace precision is inadequate and kind of gives the effect of ''as if'' we make zoom in so screenspace doesnt see all objects and the top part of cube didnt get any reflections and get darker and faded into weak reflections)
Moreover, when its compared with cycles, with trace precision of 1 ob both , 2.92 one looks closer to cycles while 2.93 has faded reflection on upper pars of surface (maybe even though new reflection implementation uses cycles implementation, new implementations inadequate trace precision might be making it differerent from cycles)
**Exact steps for others to reproduce the error**
1. Create a plane scale by 5 and move -1 (down)
2. Edit the material of default cube and previously created plane by using same material and give it a red color FF0000 with max saturation 1
3. Optional step: make base color saturation of material lower to see faded darkening effect more Plus Make it metallic if you want to see the result more with metallic or just leave it as it is
4. Ensure viewport shading settings do not use scene world but use the forest HDRI and maximize world opacity and remove blur
5. In properties rendering tab, Enable screenspace reflections and make edge fading zero. Also uncheck half-res trace
6. Go camera view and dont zoom too much on viewport so screenspace reflection can see everything around
7. !!Do same processes in 2.92 and 2.93 releases to compare
8. Then, set 2.92 and 2.93 have trace precision to 0.25 - and observe
- In 2.93 U will notice the reflected surface of the cube as u approach top edges/as u go up, have darker/unsaturated or ''Faded'' screenspace reflections caused by the trace preciison is not enough to reach there
- however in 2.92, the reflection reaches better to all the surface and it has almost no faded or darker look
9. Make 2.93 SSR trace precision 1 while 2.92 SSR is still 0.25 and observe:
- then u will notice, ''the result of 2.93 SSR Trace precision 1 '' is more similar to ''2.92 SSR with trace precision of 0.25 ''
10. When 2.93 SSR Trace precision is 1, make 2.92 SSR trace precision 1 and observe agan
- Then u will notice 2.92 SSR Trace precision is the ideal to fully trace all reflection to surface perfectly without having any faded area with less reflection. On the other hand, 2.93 Trace precision 1 is still not adequate to put reflection to upper parts of cubes surface near top edges with full power and precision
'!! Compare these on both 2.93 and older 2.92 version with old SSR implementation
In summary in 2.92 when we increase trace precision from 0 to 1, the tracing or visibility of reflections go all the way up to top edge of cubes surface making it fully reflected as trace precision maxed
On the other hand, in 2.93 if we increase trace precision from 0 to 1, the reflections still cannot reach all the way up to cubes surface near top edge which gives a faded and partially traced upper surface area.
Maybe, To solve this maybe, the screenspace trace precision factor can be multiplied by 4-6 or maybe the it should be square cubed so the 2.93 trace precision of 2.92.