@ahume, thanks for the extra info. Will test it if it works in my workflow / in my projects which are combinations of lumen streaming levels (which I use during dev) and GPUlightmass streaming levels (lighting scenario, which I use when showing the project to clients).
Edit: My goal was to get some extra performance if the relative error = 1 could be used for the high poly objects in the Lumen levels. Lumen uses the fallback in its calculation so lower polys=better BUT using this relative error also generates black artifacts in the GPUlightmass levels.