chrudimer:
Hmm, as far as I understands it static lights do have a cost on performance as they increase the shader instruction count (so volumetric lightmaps to light movable objects are more costly than surface lightmaps) but it is a fixed cost that does not depend on the amount of static lights since everything is baked into lightmaps.
Also the lightmaps cost memory and disk space (especially for large open worlds the disk space might be a problem) but still as far as actual performance between the light types goes, static lights are the best.
Never thought of that one, but now I will make sure that all my textures that have an alpha channel use the BC7 compression. Thanks for that one!
100% correct. Lightmaps can be shunk to near-non existent sizes though, and said shader cost is so low it can be flat out ignored, as it is the same cost as some basic math, Ex: Adding a few variables