I actually read about this technique a week or so ago, but I thought Blitz must already have it implemented and I just didn't notice in my tests because I tested on a single floor grid once a long time ago.
Are you SURE it's not the case in Blitz, Halo?
I don't see what you mean about it making everything look better, because even if the 8 closest lights to an obejct were used, that would still not help much with lighting a level, where one room is bound to be only a few objects. In fact, it might be worse than whattever method Blitz is using if it is not already doing this. Imagine if a user made one big level mesh, and Blitz picked the 8 closest lights to the center of the level instead of the 8 closest to the camera... If a user stuck a lot of lights in the level they might not see lights anywhere until they got near the middle of the level.
I know this is not the optimal way to light a level, or build a level, but Mark can't assume all his users will do stuff in the more efficient manner.
Are you SURE it's not the case in Blitz, Halo?
I don't see what you mean about it making everything look better, because even if the 8 closest lights to an obejct were used, that would still not help much with lighting a level, where one room is bound to be only a few objects. In fact, it might be worse than whattever method Blitz is using if it is not already doing this. Imagine if a user made one big level mesh, and Blitz picked the 8 closest lights to the center of the level instead of the 8 closest to the camera... If a user stuck a lot of lights in the level they might not see lights anywhere until they got near the middle of the level.
I know this is not the optimal way to light a level, or build a level, but Mark can't assume all his users will do stuff in the more efficient manner.