Lets make Lightmass EPIC (and understandable)

Screenshots attached.

This is the scene has only sky Light and following settings:

Static Lighting Level Scale : 1
Num Indirect Lighting Bounces : 100
Indirect Lighting Quality : 10
Indirect Lighting Smoothness : 1

BaseLightMass.ini
[DevOptions.ImportanceTracing]
NumHemisphereSamples=32

[DevOptions.PhotonMapping]
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=800
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.8
DirectPhotonDensity=1000
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=1000
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=2000
IndirectIrradiancePhotonDensity=1500

[DevOptions.StaticLightingProductionQuality]
NumDirectPhotonsScale=10
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.2

; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=32
NumIndirectIrradiancePhotonsScale=4

Strangely, the artifacts at the edges are present only in the screenshots but not in the Editor or in Game play mode.