2 more test screens, only for you laugh

1) clipping decal shadow dots enables a bit lower system requirements than in case of pssm shadows, together with static lightmap (unfortunately there is an engine bug when mirror view applied for water, resulting in unupdated shadow positions):


2) using lod3 stencil shadows with static lightmap is also fine, maybe even better (unfortunately there is an engine bug resulting in too early clipping, at max lod0 distance):


Free world editor for 3D Gamestudio: MapBuilder Editor