Reflection Probes Glitching according to view direction

I have a problem setting up reflection probes in my scene, we want to get them to work since our skybox is affecting meshes in shadows.

We’re using HDRP in Unity 2021.1.6f1

After baking it seems ok at first but after i move my camera around and change its view direction reflection probes act like they pop in and out of existence, which manifests itself as shadows and speculars flickering around.

We do use Screen Space Reflections as well, for reflecting stuff in water puddles etc.
Turning them on and off does not resolve this issue.

It works like that for all the materials and does look pretty bad, i tried playing with their blending distances and influence boxes but it never did anything, I ran out of ideas and don’t know how could we fix this.

Honestly just rotating camera around makes them glitchy, please help.

Here is a webm presenting this issue: webmshare

So i tried setting reflection probes limit to the one above an actual count of my probes, it didn’t work.

I also tried disabling other types of reflections and it still flickers.

I’ve played with project graphical settings and nothing really worked.

Is it just that those reflection probes don’t work?
Somebody please help.

We are experiencing the same problem, happens with HDRP 10 and 12

2021.3.8f1, problem still exists, Unity please help!!!

This is annoying AF, however I noticed sometimes it helps when you make the reflection probes completely new.
Sometimes they work until they don’t.

Obviously, this isn’t a practical solution at all - please do your job and fix this, Unity!
Unlike in the BIRP, Reflection probes are a necessary lighting tool in the HDRP, so I find this unacceptable :frowning:

I am having a similar issue in Unity 2022.3.5f1. Roughly 70 reflection probes, almost all at 256 resolution, are inside the scene, reflection probe atlas set to 4K.
Reflection probe blending on.

In areas where many reflection probes are overlapping (due to room layout), the probes are glitching on/ off depending on the camera view. Setting priority for a probe does not impact that behaviour at all.

However, this behaviour could be reduced by turning all probes off and on again on scene initialisation.

public class ReflectionProbeFix : MonoBehaviour
{
    //Toggle all probes off and on again at the start of the application.
    //All reflection probes are children of this game object.
    public GameObject reflectionProbeGroupParent;

    void Start()
    {
        reflectionProbeGroupParent.SetActive(false);
        Invoke("EnableReflectionParent", 0.1f);
        //Debug.Log("Probes disabled");
    }

    void EnableReflectionParent()
    {
        reflectionProbeGroupParent.SetActive(true);
    }
}

EDIT: On/ Off did not fix the issue reliably. Solution was to limit the total amount of reflection probes in the scene (60 probes in total now).