[quote author=Megalomaniak link=topic=15406.msg15744#msg15744 date=1460612281][quote author=fluffrabbit link=topic=15406.msg15743#msg15743 date=1460602736]It uses a low-resolution realtime cubemap rendered from where the player is.[/quote] yes & no, it uses a Dual-Paraboloid Map, basically 2 spherical maps stitched together, it captures the environment by projecting the environment to a cubemap first, then converting it. Most likely because they need to support the ps3 & xbox360(of the 2 ps3 is the lower common denominator with it's limited ram, thankfully it's quite fast by it's generation's standards)And I never mentioned realtime capture either, in that case I would have referenced [url=http://devlog-martinsh.blogspot.com.ee/2011/09/box-projected-cube-environment-mapping.html]bpcem[/url], but sure, that would be cool and I have considered implementing it too, but I'm thinking lower hanging fruit first, maybe? Since you know, the parallax correction would be needed any way's. :)Also I'd imagine the smart implementation to be pre-rendering/baking those 'reflection probes' while baking the environment lighting(need time of day? bake more lightmaps & reflection probes, lerp for TOD change)but that's just how I'd go about it. To be clear my interest is only in targeting PC, though. :)eh, getting too off topic tho, sorry. Cool project, and again, thanks for sharing.[/quote]If we're going so far as to implement bpcem I'd just render a spheremap in realtime (only one angle) per object at something like 256x256. For any seriously reflective object such as a mirror or ball bearing doing that sort of thing would work well, then for less reflective objects I'd just render with the skybox and muddy them up with shader effects.