@KEngelstoft I'm not a lighting guy but I'm super impressed with the work Unity have done on the Progressive GPU lightmapper. I have a demo scene that was taking 12+ hours to bake on 1 CPU i7-8700 (U201830f2) with Prog CPU lightmapper. Now with U201910b8 and Prog GPU on same workstation (GTX 1070 GPU), it take around 15 minutes. That's around 50X performance improvement. Nice. I've trying to get a softer AO effect for some models in my scene using the Progressive GPU lightmapper. However, I'm not sure what I should be doing with Max Distance and Indirect Contribution to achieve that. The two images are with and without any AO as can be seen in the settings. I'd like to get somewhere in between (I think). With AO Without AO EDIT: The images seems a little dark after uploading. It is more obvious in the Unity Editor. Also, I'm sometimes seeing the following error (although not always). Code (CSharp): [PathTracer] InitializeLightmapData job with hash: 922d943a0bc935b9f9076e697f013e56 failed with exit code 2. Any ideas why this is occurring and how to "fix" or avoid it? There seems to be a drop in GPU memory usage from 7.6 out of 8GB to 6.4GB when this happens. I'm assuming it is a kernel method in a Compute Shader failing or similar (but that's just a guess on my part).