Our first map was a mainly outdoor map and then I guess its OK with the directional light casting shadow in the shadow, all though its really, really strange that unity does this.
But now we are moving on to the next map a underground map, no directional light, tried to run it with realtime lights only, thanks to occlusion culling some of the smaller corridors work but the open halls lags on a 980 TI. So realtime shadows is not feasable in VR right now.
How are we supposed to get correct indoor lighting with baked shadows for static objects and realtime shadows from dynamic objects? This is our biggest challenge in our game right now.