How to get proper lighting shadows in VR@90fps?

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.

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If we ignore that I cant get proper shadows in mixed mode, lets move on to a equal big problem.
How are we suppose to get correct lighting on LODs when they use the probe to GI?

Here is an example, the tunnel entrance in this picture has probes in the dark on the dark side and probes in the light on the light side. Because of thise the will use the volume between the dark and the light side. So on the objects light side it will render too dark and on the dark side too bright. Its very, very noticable when it changes from baked LOD0 to probe based LOD1.