State of skylight interior lighting in 4.15

Wow, thank you very much for the reply. LPV is too heavy however, expecially with tons of foliage around the world.
For the moment we are baking stationary skylight inside closed levels, I manage to have 2 gb video memory average for lightmaps and textures, because we stream accurately the static lighting levels at near distances, so we don’t have memory problems at the moment even with a lot of baked lighting levels.

DFAO is not working for us at the moment. We use modules for architectural elements and using DFAO generates black terrible spots that remind me abut THE GRUDGE hairs on the walls.

Unfortunately we don’t have a graphics programmer to build a custom solution with light probes, or we would make it (I saw that Ark uses them too).

I think we’ll go on with this solution for the moment, and I hope we’ll see a better solution for open world in the future in UE4.