@Calinou said:
I wonder how many point lights is Godot able to support while keeping a good frame rate ?
OmniLights (point lights) will be much less demanding if you disable their shadows – this can be done on smaller lights, which typically don't need shadows.
If you bake everything (including direct lighting) into lightmaps, you can basically have an infinite number of OmniLights while keeping a good framerate since no real-time lighting/shadow mapping operations have to be performed.
I will avoid baking a whole level, and have to bake again because i modify the level to refine the gameplay.
I tried GI probe , it's not working very well, a volume throw light to the floor , but nothing on the wall.

Lighting bounces only work on models that does not have normal map and roughness map.

Gridmap is not fully implemented, Gi probe doesn't bake gridmaps, and navigation doesn't bake namesh on gridmaps.
This should be fixed for a later version.