Controls the quality of bounced light and indirect illumination.
FPS
High
Visual
Very high
VRAM
Low
CPU
Very low
Latency
None
What it does
Controls the quality of bounced light and indirect illumination. It may refer to baked lightmaps, probes or real-time GI depending on the game.
Games may also call it: Indirect Lighting, Bounce Lighting, Indirect Diffuse Quality
Decision guide
Lower it when
Lower it when the GPU is near full load and the game cannot hold the target frame rate.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, reduce this one step at a time and retest at the same TDP, resolution and upscaling mode.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
It may refer to baked lightmaps, probes or real-time GI depending on the game. This score is an editorial cross-game estimate, not a measured result for every engine.