@Megalomaniak said:
That should depend on the graphics card assuming fragment shading, no? For openGL fixed function pipeline I believe it's 8 lights.
Godot does not support fixed-function (ie. non-shader-based) rendering; you need OpenGL 2.1 or higher (and soon OpenGL 3.3 or higher, until a GLES 2.0-based renderer is re-added) to run Godot.
That said, 100 real-time lights are going to be quite taxing on the GPU, regardless of the engine, but some engines do handle this better than Godot (there's likely to be room for optimization).