Screen Space Global Illumination in Eevee

I would think SSGI (no shader based) should be implemented along with the probe based “bounced” light, natively. I doubt OpenGL will have raytracing, and the road to Vulkun based raytracing is still a long way off. For higher quality Eevee renders, there should be some kind of intermittent solution between the two bridges of OpenGL and Vulkan.