DeeperThought, on Jan 11 2011, 03:24 PM, said:
That's one reason I think Polymer lights should only be used for larger light sources. Glowmaps are perfect for making tiny lights and don't hog resources.
I wouldn't say they're perfect by any stretch of the imagination. Sure, they look better than nothing at all. The difference of quality between your two shots is tremendous, and you won't find a lot of people claiming that the first one looks worse (empirically, whether or not it suits Duke3D is off-topic here). Sure, it's overdone. From an artistic standpoint we can debate whether we need to reduce the light radius, push it further into the switch so that it doesn't light itself as much. We can also say that light shining from secret areas you haven't discovered is a problem and try to fix that bug. But let's not claim outright that the latter looks better, because that's just not true.
Also (to echo the end of your sentence and what MusicallyInspired said), I'm of the opinion that performance issues shouldn't impair artistic direction; people not getting the performance they're after are free to tweak their settings to remove these low-priority lights using r_pr_maxlightpriority. I acknowledge performance isn't where it should be and I have full intent to address that (as always, it's only a question of time at this point; it can and will be done), but we need to stay focused on shooting for the look we want, not compromise based on temporary performance concerns.