Uploaded January 2022 | Updated September 2026, 11 hours ago
The probe locations will be automatically refined to not place them too close to surfaces. This solves some edge cases with DDGI (Dynamic Diffuse Global Illumination).
The probe locations will be automatically refined to not place them too close to surfaces. This solves some edge cases with DDGI (Dynamic Diffuse Global Illumination).

![Wicked Engine - Screen Space Reflections [C++][DX11]
I implemented screen space reflections around two years ago but never showed it off so here you go. :)
This is the simplest technique that I know of. It is using binary search when raymarching in view space.
Open source: https://github.com/turanszkij/WickedEngine/blob/master/WickedEngine/ssr.hlsl
Music: Deus Ex Mankind Divided Rave track Wicked Engine - Screen Space Reflections [C++][DX11]](https://i.ytimg.com/vi/AHrG-rur3nQ/mqdefault.jpg)



![[Wicked Engine] Character controller, Vroid import, level creation
Become a Patron to receive videos early: https://www.patreon.com/wickedengine
Get the source code from Github: https://github.com/turanszkij/WickedEngine
Get it from Steam: https://store.steampowered.com/app/1967460/Wicked_Engine/
Get it from Microsoft Store: https://www.microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: https://twitter.com/turanszkij [Wicked Engine] Character controller, Vroid import, level creation](https://i.ytimg.com/vi/BBecQKKawpo/mqdefault.jpg)




