In my test arena, I had some performance issues in same places, where about 9 lights were shinning in a greater or smaller degree…
Considering that in a deferred renderer, the main issue is bandwidth (each shaded pixel needs at least 64 bytes of data to come in from texture memory – the G-Buffer), I thought that the best way to lessen this impact was to render the light volumes, instead of just drawing a rectangle that approximated the light.
Starting off, this is my test scene: