I’m not sure how technically possible is this, but the basic idea is to have an option in condos to “Bake Lighting” of non-physics objects into a static shadow map, and instead of dynamically casting shadows out of each and every object of the condo that wasn’t part of the original map, use the baked shadow map whenever possible, that is, whenever both the object and the light source can be asserted to remain unchanged unless edited.
This is, of course, not really useful if the condo has dynamic daytime/weather or if you edit the furniture often, because you would have to re-bake the lighting every now and then, but in those cases where you are happy with the master piece of art you made of your condo and it would be a sin if anyone dared to see it with any other daytime or weather that you, the author, decided it was fit for, by baking the lights and shadows I would expect a great performance increase.
Furthermore, we could potentially have Path Traced Global Ilumination, wich, albeit computationally expensive, usually looks way better than the dynamic lights most games use at the moment. If you can have the result of the PTGI pass baked and saved, it wouldn’t need to be recomputed at each frame, meaning we could have great lighting while maintaining the performance benefits.
As a side note, I really don’t know how TU works internally and, as far as I know, I could just be spitting nonsense that can’t really be implemented, but I think it’s worth trying and seeing what developers have to say about the viability of this.