There’s something about words here.
Light maps are static. Shadow maps are dynamic. They’re the “SM” in “CSM,” for example.
That’s not what I’m seeing. Changing the cubes to spheres has no impact for me.
[quote]no other engine reacts so poorly in dynamic lighting situations
[/quote]
And neither does Unreal Engine. There’s something different between your scene and my scene.
Run it yourself: https://watte.net/SimpleShadowTest1000Cubes.7z [132 MB]
There’s no precomputation here – there’s an actor that spawns 1024 cubes in On Begin Play, offset a bit so they actually do the bouncing-arounding thing.
Edit: Actually, I updated it all to be a little more packaged, for anyone who’s interested and want to benchmark themselves. I updated the executable above, and also, here’s the project (all blueprint):
https://watte.net/SimpleBenchmark_UE4_26_20210911_Project.7z [63 MB]