You are right, it does sound like they're supporting a light mapper of some kind ... but he makes a mention about it "all being baked" and "the octane renderer handles all of that for you". The translation for that is it being baked into a format that their Octane renderer can use to playback an effectively prerendered scene on top of geometry. He makes no mention of this being something usable by the Unity renderer. I also suspect it only looks totally correct from a basically fixed or very narrow camera position. It's not unusual for a "lightmap" in an offline renderer to store specular highlights and reflections because the camera position is fixed.This is a terminology issue for people hearing words that mean one thing for real time and something very different for offline rendering. For Octane they're probably being a little smarter to let the camera move around more in the scene, but it's not going to be the general case you're thinking of. I mentioned this already, see that video at around 3 minutes to see what true real time currently looks like, and that's probably being demoed using an Nvidia Titan or two on a fairly small (ie: low resolution) viewport. To be fair it's also probably Octane 3. Brigade and Octane 4 look amazing, but who knows when the PowerVR hardware will materialize, if ever, especially on mobile. With Apple dropping PowerVR in less than 2 years, and Intel killing off Atom there aren't going to be a lot of devices running Wizards (the name of PowerVR's upcoming raytracing capable GPUs), and even if Apple ships with a Wizard in the interim there's no guarantee they'll expose those features. Makes it a hard sell for devs to spend the time to support as you can bet there won't be comparable hardware support in any of the Mali, Adreno, or Tegra parts.