I think you missed the point. I linked that article to show where advances in real-time lighting are getting at. I didn’t imply Epic should give us dynamic GI right now. -high-performance dynamic shadows- isn’t anything apart from what I said a bit earlier. Let me quote myself:
“6. For some reason ShadowDepths cost a ton as soon as a dynamic light interacts with a tessellated material.”
So I said exactly that. And that’s not going to receive any improvements as long as baked lighting is Epic’s main focus due to their internal projects needing no advances in real-time lighting. Sadly, For some reason Epic doesn’t want to try and get their feet wet on open-world / large-outdoors and that’s the #1 factor why everything is lacking on that end. (be it open world tools or outdoor lighting).
My whole point is that UE4’s baked lighting has got way ahead of it’s dynamic lighting to a point where those who use baked lighting really achieve what they want but those who use dynamic lighting are all tied up by performance issues or lack of features.