I am creating a VR-game and in game there is a big hall that will start to light up from one end to another. Dynamic light are very performance heavy and the solution i am using is too demanding. This is a basic setup now:
Basically what happens is this: When Player comes to room. He activates the trigger that sets the intensity of light to 8000 one row at the time. I tried lot of things but problem is that attenuation radius will start to overlap, and causing the performance issue. I disabled shadow casting with every light, that solution removed the X-mark(error) from the lights, but that didn’t help with the performance. FPS drops to somewhere 45-50. Any ideas how to light up this place without performance loss?