Hmmmmmmmm. So today I was messing around with a new feature which has something to do with lighting. Basically calculating how lit the player was from lighting, and if light was 0, than damage the player or something like that, so that player would have to have light source always.
Previous to this moment, I was calculating lighting on the GPU which was really fast.
I then transferred that code to the CPU so I could calculated lighting for player and know how lit player is.
I then thought I would try to calculate all the lighting on the CPU. Here are the results.
Here are some features of different kind of lighting modes that I will implement today. Hopefully everyone will be able to play the game now 
Here are pros/cons/features of different lighting modes:
GPU Lighting with dynamic indexing (i++)
- Almost no cost;
- Infinite amount of lights (theoretically, if you have infinite computing power);
- Smallest amount of computers can run this code;
GPU Lighting with NO dynamic indexing
- Almost no cost;
- Finite amount of lights. This depends on how many lights you write in vertex shader;
- Middle amount of computers can run this code;
CPU Lighting
- Kinda big cost. When I added 10 lights on my level (fires) performance dropped from 500fps to 340-350 fps (30% performance drop)
- Infinite amount of lights.
- Probably any computer can run this .
I will need to do some more testing and confirm my hypothesis 
After that, I will polish some bumps on my game, and will release a new version 