I have a lot of small water surfaces that can be visible at once in my scene that can lie on different plane heights. Currently I am doing a full reflection pass for each one (rendering the scene from a mirrored camera). However, this increases my total per frame draw count a lot and is hurting my performance. I am looking at two solutions: Static cube maps for reflections (won't handle dynamic objects), but should be good enough since the water surfaces are small. I'm also looking into screen space reflections that Crytek uses. The two main issues I see with screen space reflections are:
1. The reflection vector shoots off screen so we have no info.
2. False reflections due to only have depth info.
Does anyone have any experience with screen space reflections? How do they work for planar surfaces (like water where there will be some wave distortion)? Any other issues than the above 2 I mention?