Outdoor lighting Koola standard?

Usually for small arch-viz scenes we use very high poly assets (vs baked low-poly for games) and high-res textures, high-res lightmaps (and uncompressed). I personally have meshes with a lot of vertices for vertex painting too. Performance is less of an issue because we don’t need to craft huge worlds with characters, dynamic objects, game logics, A.I etc. We can use all our hardware ressources on visuals. You’re never going to make a playable game with the visual quality of a high end arch-viz scene. Not now at least!