Can 100% real-time lighting setup be as fast as Doom 3 ?

I didn’t say it has it. However, Tesseract does.

Shadow volumes is what Doom 3 uses. Not quite as simple as stencil shadows. And Doom 3 BFG fork (including our own fork) does shadow mapping for omni lights and cascaded shadow mapping for sun light. Regardless, the point I was making that it runs very fast on average PC. Crysis 3 runs okay’ish on my PC. So I was hoping UE4 can do better than Crysis 3, performance wise. People with decent gaming rigs could use real-time GI and people like me would have to use IBL and regular real-time lighting. Nothing too fancy.

I saw that link and skimmed through it in the past. I was just hoping for a tutorial where someone explains how to set up scalable, decent looking and fast real-time lighting in UE4. That link to UE4 docs is just a reference, not really that kind of tutorial. Thanks anyway.