This is one of my biggest pet peeves with video game rendering. I think a lot of artists rely too heavily on the game’s GI solution and are unwilling to accept that general lighting is really necessary. Actually, not only does light bounce an infinite number of times in real life (whereas lightmass only computes 3 bounces, and most dynamic GI solutions only compute up to 2 bounces), but light is practically coming from everywhere: the sun emits light, which is then scattered by the atmosphere, which then hits a multitude of surfaces scattering all that light in all directions. Generally speaking, most of the light is coming from the sun of course, but light is omnipresent until the sun recedes below the horizon and the sky dims.
Any dynamic GI solution should have some sort of ambiance measure that doesn’t need to be too accurate but simulates this kind of general lighting from all over. I’m pretty sure just trying to replicate light bouncing is not going to be enough because of how multi-directional light in the real world really is.