Stationary Volumetric lighning incorrect

Hello.
I tried to find the answer to this question, but did not find it.
The problem is this: I would like to use volumetric lighting for my levels, but after building lighting it becomes incorrect.

I tried to fix it with the following methods:

  1. Changed the “Static Lighning Level Scale” in the world settings to 0.25
  2. Changed shadow resolution maps to 4 in the settings of light sources (directional light).

In small rooms it helped me, but when it came to the caves (the screenshot is attached), everything is very bad.
In addition, even with the standard settings, I have to wait for the building of lighting for 10+ hours (bad PC). With increasing resolution of shadow maps, this time naturally increases.

A good solution seemed to me the use of dynamic lighting, along with stationary shadows. I tried to use two sources of light, but I did not find an opportunity to turn off the shadow casting while leaving volumetric rays. Is there such a possibility? Or maybe i can change the entire volume of the light to the dynamic in the settings?

Regards and thank you for help.
.

Full Dynamic:

Stationary:

UPDATE:
I created a small test cave and noticed an interesting fact about this problem.

Here is a screenshot of the calculated cave.

It looks right. Then I did not understand anything. It seems that this cave is not much different from the one above.

Then I decided to try to recreate even more accurately and calculate after each change. And as soon as I added a model of mountains, the following came out:

In this case, maybe something is wrong with the model or does the level dimensions matter? I will continue to experiment with this.

UPDATE2:
It helped increase the amount of memory in the settings of the world allocated to the volumetric lighting.

I would like to know what kind of memory is it? (GPU, RAM, or normal disk space) Can I somehow optimize this? The volume of importance did not help much.

The solution to this problem is to increase the parameter “Volumetric Lightmap Maximum Brick Memory Mb”. Values, I think everyone will have their own, because I will not write on how much I raised.

The problem is partially solved. I would also like to know what memory is used (GPU, RAM, Disk space) and how much does it affect the optimization? Maybe there is some documentation on this parameter? I would like to roughly imagine what exactly I am increasing. Thank.