In GTA IV, the reflection cubemap for buildings is captured from the camera's position, which causes incorrect reflections and artifacts. This can be seen on basically any building, where as you move closer to it the reflections get more accurate since the camera is basically at its position, but as you get further away the reflection starts to get messed up, usually causing the building to be reflected within itself. In general this causes buildings to reflect things they shouldn't like objects close to the player.
I think this is one of the glaring issues with the game, I'm not sure how this could be fixed exactly. Maybe somehow offset the building's position from the camera's when doing the reflection pass in the shader?
Checklist
[X] Check the latest git build in case it's already implemented.
What should happen
In GTA IV, the reflection cubemap for buildings is captured from the camera's position, which causes incorrect reflections and artifacts. This can be seen on basically any building, where as you move closer to it the reflections get more accurate since the camera is basically at its position, but as you get further away the reflection starts to get messed up, usually causing the building to be reflected within itself. In general this causes buildings to reflect things they shouldn't like objects close to the player.
I think this is one of the glaring issues with the game, I'm not sure how this could be fixed exactly. Maybe somehow offset the building's position from the camera's when doing the reflection pass in the shader?
Checklist