pretty much all of the super realistic arch-viz UE4 shit is using baked lighting. UE4 lightmass can achieve very high quality these days, and most problems that lightmaps had are gone. no dynamic lighting solution comes close in terms of quality.
the reason you don't see baked lighting as much anymore is because of the current MUH OPEN WORLD fad which forces you to use dynamic lights only. older linear games (bioshock, half life etc.) could and have used baked lighting extensively, since you don't need the big lights (the sun) to change inside the level. small lights can still be used as dynamic lights.
i should note that the official UE4 demos from epic are mostly dynamic/static hybrids to achieve high quality as well as some degree of versatility. some are entirely dynamic (and are very graphically intensive)
>small lights can still be used as dynamic lights.
I think even small lights use baked lightmaps, they use both dynamic light and baked light at the same time. You can apply the settings so static objects get baked lightmaps (and they dont get lit dynamically or else they would get lit two times and get overexposed) and movable/physical interactive probs are dynamically lit. But maybe they didnt have this technology in Bioshock.
john carmack was the first to use lightmaps in 1996 when creating quake. bioshock was made on a modified unreal engine which also has lightmaps.
lightmaps have been used in almost every game up until GPU's were finally fast enough to render realtime dynamic environments. unfortunately many people have forgotten just how much lightmaps have progressed since, now that much more computing power is available.
those ue4 arch-viz demos are doing a good job of showing what level of quality you can achieve if you decide to make a linear game.
SVOGI was killed, but there's a work in progress feature called 'lighting propagation volumes' that can simulate realtime GI. but as with all other realtime GI solutions, it lags like a motherfucker even on high-end GPU's.
>there's a work in progress feature called 'lighting propagation volumes' that can simulate realtime GI. but as with all other realtime GI solutions, it lags like a motherfucker even on high-end GPU's.
Wut? Crysis 2 had that over 4 years ago, and it ran fine on a 6870.