Raytracing & Light Baking?

4.26 Preview is out with the GPU Lightmass - the show must go on… lol;

first of all, big thank you to all of you adding so much value to this post - I really do appreciate that.
Second, special thanks to @ZacD, @, @rosegoldslugs and especially @ for all your efforts and explanations.

Today, I would like to continue our debate on the new GPU Lightmass inside of 4.26 Preview
But this time, I would like to focus on peformance-based questions - with the ultimate goal to have at least steady 90fps - usable for VR games / experiences.
Please let me start with some basic points, statements and questions - and please feel free to step in and correct any wrong or mixed-up thoughts crossing my mind.

@Lightmass-GPU:
the baking process is faster and delivers nicer quality compared to the CPU-Lightmass baking
General speaking this is right / wrong?

@baking-process:
obviously I am able to use the GPU-Lightmass to bake any scene without the usage of any ray tracing features (GI, AO, etc. - Project Settings –> Ray Tracing is turned off)
But can you bake with the GPU-Lightmass while ray tracing is on? (Project Settings –> Ray Tracing is turned on - GI, AO Ray Tracing is on)

if that’s the case, what ray-tracing features are actually considered when we are running a GPU-Lightmass Bake?

  • Lights + Shadows
  • Ray Traced Global Illumination (GI)
  • Ray Traced Ambient Occlusion (AO)

@anonymous_user_18ba04c9 performance:
in general, what do you suggest you should do if you want to achieve maximum in-game and VR-Performance using the GPU-Lightmass bake?

@Shader Model 5 vs. ES3.1
Does the GPU-Lightmass also support shader models for mobile, like ES3.1 for Android?
So it’s also useable for Oculus Quest 2 Experiences?

So far so good - curious about all your thoughts, input and findings.
Thank you so much and keep rocking,
cheers

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