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All temporal optimization does is (roughly) count the number of lighting calculations that would’ve been done if temporal optimization were disabled, and then in the next lighting update change the lighting “cutoff” (which affects how far light is spread from each individual light source) based on that value. For example, in a more complex scene, light from each light source might be spread until it reaches 10% brightness (compared to white), whereas in simpler scenes light might be spread until reaching 2% brightness. (These cutoff values are computed before gamma correction, so 10% brightness is really 0.63% physical brightness.) Usually, more complex scenes contain many separated lights all over the screen, in which case the raised cutoff is not very noticeable.