So I just had a look at the DFGI code. I noticed that it samples the SceneColor texture - i.e. this texture has both direct and indirect lighting composited. Correct me if I am wrong, but technically in every following frame, it should sample the indirect lighting which is added to the texture, thus creating multiple bounces. But something seems to be stopping it from doing that. I’m thinking it may be because it is in screen-space thus areas which cannot be seen cannot contribute to a bounce. However, a scene should exhibit color bleeding when only an emissive object is active (with no other lights) - yet it doesn’t.