Use IES profiles to get interesting looks on smaller lights that can’t cast shadows. Limit the number and influence radius of dynamic shadow-casting lights. Point lights cost ~2x more than spot lights wrt shadows. The cost of shadows is basically: NumberOfLights * NumberOfMeshesAffected * NumberOfTrianglesInThoseMeshes. That’s the GPU cost. On the CPU side, it’s NumberOfLights * NumberOfMeshesAffected * NumberOfSeparateObjects.