FBohler said:
BIGGER Kentucky James XXL said:
But what you're saying is literally not true at all and not how SSR works. You're just guessing how it works, whereas I'm going off the mathematical papers from the people who invented it.
How did you get to see Bannerlord's SSR code?
You're guessing as much as anyone here, mr. clever.
I'm not guessing in the slightest.

What I'm saying is staggeringly easy to prove and you could look it up on your own if you wanted to.
When graphical techniques like SSR, Normalmaps or even something as simple as texturing are invented, the inventors publish a maths paper explaining how they did it, and everyone copies it. Texturing was invented in 1974 and literally every game implements it almost the exact same way, despite the idea being 45 years old.
Similarly, SSR is just a mathematical idea published in a paper by the crysis 2 developers, with a bunch of code explaining in detail how to implement it. If you were creating a new graphics engine you would more more or less just slap it in there with very little of your own modification. If a game had SSR which was fundamentally different or they had coded it themselves, it wouldn't even be SSR and would look completely different to the screenshots.
The fact that I was able to see a single screenshot and work out what part of the SSR calculation was causing the problem should show that the code they're using is the same code as any other game. There's even an article I found, written by the guy who implemented SSR in assassin's creed 4, from back when the technique was in its infancy. They explain the exact same problem I was describing with bannerlord's SSR.
https://bartwronski.com/2014/01/25/the-future-of-screenspace-reflections/