A lighting study I did last afternoon, inspired by my need for an AFK-screen for my Livestreams. The scene if fully dynamically lit, running upwards of 60fps on a GTX1060.
In this specific case I overblew the volumetric fog intensity to emphasize the sunshafts, though this would not render almost any scene unplayable for games with shifting perspectives.
Shading was handled using medium-quality, small-scale SSAO, layered together with Distance Field Ambient Occlusion for large-scale AO. While a serious performance-hit, this AO layering provides a massive amount of depth, hard to provide through any other dynamic lighting methods.
Assets are a mix-and-match of various (rather heavily modified) marketplace assets. All materials, including the terrain material using distance-faded (optimized) Parallax Occlusion Mapping (chosen over tesselation due to it being better at high-frequency details), are nearly completely my work.