Thank you SOOO much for your reply. Someone who really knows what he/she is talking about.
If I may ask - dynamic lights meaning gunfire and flashlights I suppose?
Also..could you please decipher the following from the BLACK flag team for me:
"LP: Our Global Illumination is based on previous work that was done internally at Ubisoft (deferred radiance transfer volumes), but we improved it greatly. Using the navmesh, we automatically populate our world with thousands of probes. For each probe, we then compute the irradiance for 8 different time of the day. Those computations are done on the build machine GPU, so they are really fast: we can compute thousands of probes per minute. At runtime, on the player machine, we then interpolate these data to get the proper bounce lighting for a given time of day, world position and weather. This bounce sun lighting is then combined with ambient occlusion and sky lighting to achieve a full indirect lighting and a Global Illumination solution. This system works on both current gen and next gen.""
So as I understand ...probes essentially function to hold lighting information in the form of cubemaps which are essentially textures - or are they actually equations which take light inputs from other light sources and essentially "bounce" them like a transparency reflectance object?