So the process is to do a screen-space trace. If we hit something, do the lighting of that hit, if we didn't, let's continue from that with a hardware ray into the ray tracing world. Depending on the effect, which is either diffuse GI or specular reflections, the length of the ray is different. So, if it didn't hit anything at the length of the ray, we fall back to the probe result. So we get result from probes on the failure. If you do hit something, we light it with our local lights, sunlight, and also feedback from probes. The probes are both a fallback for missed rays and a source of a secondary light. This is how we get feedback and multibounce.