Bioshock Infinite was one of the games Lee had played early on when looking for FPSC:R inspiration. There was only one person in charge of implementing the lighting system in chief, and that developer just published a detailed technical write-up of all the techniques used.
http://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html?m=1
He described it as a hybrid light system using both baked and dynamic lighting:
- Direct lighting was primarily dynamic
- Indirect lighting was baked in lightmaps and light volumes
- Shadows were a mixture of baked shadows and dynamic shadows
- The system handled both stationary and moving primitives
Might be worthwhile for Lee to read through that and see if he can glean any more tips for improving the lighting appearance or performance.
PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM