@ovrcookedfunion Thanks for the reply and the information. I do have to ask what you mean about LODs. I understand that LODs help especially in open areas and at various distances to reduce video burden. However, my levels are mainly 6 meter rooms, which will likely have 1-4 light sources in each. With several of the rooms connected and the player standing in just the right place they are going to see a max of maybe twelve active dynamic lights in the space of 18 meters. Sorry if I am dense, but what sort of LOD work would improve that?
Also, extreme thanks for the extra effort you went to providing screen shots and examples, those are good help of course. What I seem to be getting from your suggestion is to light the scene like old school 3D animations, where invisible ‘lights’ are added in extra locations to mimic reflected lighting. That would result in more light sources than first predicted. At what point do you think dynamic lights sources start having noticable performance issues? Could we have twenty or so dynamic lights in one 6 meter room without serious drops in FPS, or am I off my rocker here?
@darthviper107 That is what I feared, though are you sure mirrored surfaces are not really possible in UE4? I mean it is a super powerful engine with outstanding material handling. It cannot render/simulate proper reflection surfaces? Not even on water? Thanks for the feedback of course.