Yes Maybe we could describe what it is and the features that would allow too.
On the top of my head:
UBOs are basically uniform groups that can be shared between shaders. and only take one uniform slot. Though there is a limit on how much data you can put in them (specs says 16kb). UBO are core since opengl 3.1
SSBO are similar with 2 major differences, They can store a lot more data (spec says up to 128mb) and they can be written atomically in the shader. SSBO are core since opengl4.3
UBOs could be used for in pass shadows, there are a lot of uniforms to bind to each material for shadows, having only one UBO available for all materials would help a lot.
SSBO could be used for many things considering the amount of data they can hold,but i don’t have a specific use case in mind. Though the fact that they are only available in opengl 4.3 will probably limit their usage, at least in the engine.
Maybe you could describe this feature.