Good point. Yeah, in the stalker paper, he talks about how they simulated bounce lighting with a number of performance-optimized non-shadow-casting diffuse-term-only lights. dashity-dash-dash.
deferred shading IS NOT SAME AS indirect lighting indirect lighting takes the scene's geometry into account, whilst deferred shading can only lit what is "visible" in the current frame. With deferred shading the main benefit is indeed that you can do multiple lights on screen at much lower costs. The major drawback is that…