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On higher resolutions (like 4k) the Screen Space reflections create a very heavy performance hit. When turned off water and glass surfaces lose reflectivity but I guess that's nothing which wouldn't be fixable using a cube envmap.
Hmm. The problem with Reflection Probes (which render cubemaps) is that their results cannot be cached, so when they are spawned in the game, they freeze the game for a while while they render their stuff. I wish I could cache their data and avoid that, but I haven't found a way to do so.
Ideas:
Scaling down Particle amount.
Simplifying shaders.
Reducing draw distance
Disabling dynamic shadows
Disabling postprocessing (bloom, SSAO, tonemapping etc.)
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