2:17 I Was WRONG About SSR — Here's the Correction
· 6:03
Chapters
- 0:00 – Correction & apology for last video
- 0:54 – What Screen Space Reflections actually is (SSR history: Crysis 2, Killzone Shadow Fall, PS4/Xbox One era)
- 1:50 – SSR in Oblivion Remastered: the on/off toggle, Unreal Engine 5, and why Lumen's screen-space techniques matter on Switch 2
- 2:46 – Scene-dependent performance: macro landscapes vs. Imperial City interiors, Switch 2's Nvidia T239/Ampere GPU
- 3:40 – Correction: what Nintendo's patent actually covers (DLSS-style AI upscaling, not an SSR-specific fix)
- 4:40 – Conclusion: is SSR worth leaving on for Oblivion Remastered on Switch 2?
- 5:31 – Why this correction exists + what's next for the channel
About this video
I got some facts wrong in my last Oblivion Remastered Switch 2 video about Screen Space Reflections (SSR) — so here's the correction, done properly this time with actual sourced research instead of guesses.
We cover where SSR actually comes from (Crysis 2, 2011), how it became the industry standard for reflections through the PS4/Xbox One console generation, why it specifically matters for how Unreal Engine 5's Lumen system behaves on Switch 2's Nvidia T239 chip, and — importantly — a correction on a patent claim I got wrong last time.
This is a benchmarking and technical analysis channel, and that only works if the information holds up. This video is about owning a mistake, showing my work, and doing the research properly.
If you're into Switch 2 performance testing, Oblivion Remastered benchmarks, Unreal Engine 5 on handheld hardware, or a channel that corrects itself when it gets something wrong — subscribe, more technical breakdowns for this game are coming.
Here are the sources I actually pulled from during the fact-check:
SSR origin / history (Crysis 2, 2008 research)
Wikipedia — Reflection (computer graphics): https://en.wikipedia.org/wiki/Screen_space_reflection
Bart Wronski, "The future of screenspace reflections": https://bartwronski.com/2014/01/25/the-future-of-screenspace-reflections/
Morgan McGuire, "Screen Space Ray Tracing" (2008 implementation): http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html
Killzone: Shadow Fall SSR (2013)
TheSixthAxis, "Killzone Shadow Fall's Fancy Reflections Tech Shown Off": https://www.thesixthaxis.com/2013/04/23/killzone-4s-fancy-reflections-tech-shown-off/
GamingBolt, "Guerilla Reveals Secrets Behind Killzone Shadow Fall's Advanced Reflections": https://gamingbolt.com/guerilla-reveals-secrets-behind-killzone-shadow-falls-advanced-reflections-gpu-compute-volumetric
Switch 2 T239 / Ampere chip specs
TechSpot, "Nintendo's full Switch 2 tech specs confirmed": https://www.techspot.com/news/107922-nintendo-finally-clarifies-switch-2-custom-nvidia-processor.html
TechPowerUp, "Final Nintendo Switch 2 Specifications Surface": https://www.techpowerup.com/336766/final-nintendo-switch-2-specifications-surface-cpu-gpu-memory-and-system-reservation
Nintendo's actual DLSS-style upscaling patent (the one that got conflated with the SSR claim)
Gameranx, "Let's Deep Dive Nintendo's DLSS Patent": https://gameranx.com/updates/id/522425/article/lets-deep-dive-nintendos-dlss-patent-and-what-it-means-for-the-switch-2/
TechSpot, "Nintendo Switch 2 alleged motherboard leaks, patent confirms DLSS upscaling-like tech": https://www.techspot.com/news/106178-nintendo-switch-2-alleged-motherboard-leaks-patent-confirms.html