The document discusses screen space reflections (SSR) on the epsilon engine, comparing various reflection approaches such as static cubemaps, parallax corrected cubemaps, and planar reflections. SSR is identified as a method that accurately reflects static and dynamic objects, integrates well with a deferred rendering pipeline, but involves expensive ray-marching processes. The proposed SSR technique uses a fragment shader for calculations, leverages binary refinement, and employs a hash function to approximate roughness for improved visual fidelity.