'Crisp' here meaning not fuzzy as hell - a clean black line defining the shadow just like the editor does in real time with no hassle.
Here, for example, I've given the BSP floor a high lightmap resolution and thrown a point light with the smallest source radius across it and tried so many things in an attempt to improve the quality with no luck.
Production lighting:

Editor Lit Game view:
Here, for example, I've given the BSP floor a high lightmap resolution and thrown a point light with the smallest source radius across it and tried so many things in an attempt to improve the quality with no luck.
Production lighting:

Editor Lit Game view:

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