Tired of games using perfect reflections for every surface when in real life most reflections are rough and blurry.
The glass window on that jeep was old and dirty yet on ultra the leaves are perfectly shaped and the window seems to reflect perfectly like a mirror.
Its down to the roughness map settings.
And also that most games dont use any sort of displacement or bother modelling that near no surface is actually perfectly flat, a glossy near perfect surface will have "sharp" reflections most render engines bypass that with some roughness map or noise map in the displacement to "break" the reflection.
Different levels of roughness and clearly "not" perfectly flat glass panels:
One of the challenges in modelling "large" buildings and glass panels is making sure the reflections on the glass panels arent perfect reflections.
I literally have Noise map -> Blur node -> displacent/bump channel, just to try replicating this effect....quite a waste of ram/vram but hey.
Notice how the reflection while sharp is kinda wavey, thats cuz getting perfectly flat glass is hard.