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And when after the next update we will have deferred shading why not add screen space local reflections? You just need to get the world position of the pixel and we already have a normal and depth map from the g-buffer so the only hard part is the marching cube algorythm, but you just need 8-16 samples if you use some blur (hardcoded gaussian blur can be fast, it's just a few texture lookups from the same sampler).