So Monday night, the 29th, I finished creating my shadow map shader and implemented it into the group project. The shadow map calculates both lighting and shadows of the spot light, and at that time it reduced our frame rate significantly. Although we were still just running it in debug until the project is ready to run in release mode. The main reason for the drop in frame rate was that I had not optimized the new shadow map for our deferred shading system.
Since then I have optimized the shadow map by simply reducing the shadow map size from 512×512 to 128×128. I spent a few hours compressing the shadow map into the G-Buffer, but that ended up only producing the lighting effects and not the shadows of the shadow map.