Quick answer: Raise the reflection probe resolution for hero probes, keep distant probes low, and use screen-space reflections for sharp close-up detail to limit memory cost.
Glossy surfaces reveal the reflection probe's cubemap resolution. If reflections look mushy, the cubemap is too small. Raising resolution on key probes (and using SSR for fine detail) sharpens them without blanket cost.
How to fix it
1. Raise resolution on hero probes
Increase the cubemap resolution (e.g. 128 to 256/512) only on probes near reflective hero surfaces, so memory grows where it pays off.
2. Keep distant probes low
Leave probes in non-reflective or distant areas at low resolution; uniform high resolution wastes memory for reflections nobody scrutinizes.
3. Add screen-space reflections
Enable SSR for sharp, view-dependent close reflections and let the probe provide the fallback for off-screen content, combining detail and coverage cheaply.
4. Re-render the probes
Re-render or rebake the probes after changing resolution; the cubemap is only regenerated on capture, so the old blurry one persists until you do.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.