That is the viewport denoise, higher samples will eliminate this blotchy look.
Denoiser works by averaging the pixels color from surrounding pixels, if the sample count is too low the you get this blotchy result.
I don't use the denoiser in the viewport, it is better to work with a slightly noisy image than this.
Another thing that might be going on is that the orbs in the irradiance volume might be picking up parts of the scene that are shrouded in darkness, maybe the go beyond the wall and they are returning those black sploshes. Also be sure that they aren't inside geometry, because that is very dark also and will return black information.
Is this the setting you are talking about? Because after changing it I still have the same issue ,and do I need to bake the lights again after changing these settings to make it change?
so the dots cant go into any geometry does that mean they cant be inside the ducts and pillars? Because when i turn up the resolution that is hard to avoid. So is the solution to this just turning down the resolution in the IrradianceVolume?
Given the fact that your ceiling is clean, I still think I has to do with your volume intersecting with geometry and returning bad data. The two or three lessons in the fundamentals should clear that up for you:
https://cgcookie.com/lessons/irradiance-volume-render-properties
I have played around baking the light for a while now and i still get the same result, i try to avoid colliding the IrradianceVolume with other objects and it looks like nothing is inside any other mesh however i still get the same result, i have tuned the settings and everything but i still get the same problem as before. Is it possible to attatch the blender file here, i was thinking if some of you could spot the problem. Im fairly new to blender so i am not the best when it comes these light settings in evee.