Shadow optimization 4.12(From Trello)

Hi
I am trying to figure out what was done on shadows optimization side in 4.12
Originally it comes form Ue4 Trello board
https://trello.com/c/Rvb29Gz9/524-done-4-12-per-object-shadow-optimizations-to-improve-performance-of-projects-utilizing-many-stationary-lights
I`ve done some test, and it looks like nothing was changed or I am missing something?
4.11

4.12

Thx

Your lights don’t seem to cast any shadows in your pic.

It`s because I have 4 lights around object

Can anyone confirm?

I believe it is an optimization for full levels built with dozens or hundreds of stationary lights

Oh it is for stationary directional light only, now it make sense, I used to think it refers to all stationary lights since trello board says: “many-stationary-lights”
Thx

Why Unreal developers treat point lights and spot lights as stepchild anyway ?
Directional lights have much more features for anything.

I have noticed that a great optimization (dynamic shadow caching) on dynamic shadows is commited on master branch, but it is only restricted to point and spot lights.

However:

Since MaxCascades only affects directional lights, could I interpret it as a caching mechanism will come out later for directional lights, just as CryEngine did?