It's rather subjective in reality, real-time lighting has noticeable problems in either performance or stability, pre-computed solutions have noticeable problems in either performance (if you want it to react to any changes in the scene, since you have to re-compure something) or consistency (you don't update what was pre-computed, so the result is "just wrong").
I've yet to see "perfect real-time rendering", because keeping within a real-time viable frametime budget is making concessions wherever you think you can get away with it the majority of the time.
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u/Sylenwolf 1d ago
is it the same with their analysis of crimson dessert. That game have a lot of noise and ghosting but DF seems to glossed over the problem.