I can’t say with confidence yet. Some of the splotchy has been improved in my latest (not yet checked in) DFAO changes, which also affect DFGI. However, some of the splotchy is inherent to the technique. It remains to be seen. For sure the current level is unusable indoors though.
It depends on what you want your streaming granularity to be. You can have a look at what we used for the Kite demo, that uses streaming for the interactive portion, distant areas are represented by a baked down mesh.
If you use a Stationary skylight, it will be shadowed indoors and ‘just work’. This requires you to bake lighting though. Otherwise with a movable skylight you could just fade it out (ramp intensity toward 0) as the player is going indoors. When you look back outside it will look wrong.
I would go with heightfield GI (once it is considered usable) + DFAO on skylight. Indoors regions will have leaking though from the heightfield GI + DFAO shadowed skylight. It’s very difficult if not impossible to make a dynamic GI method that both performs well and does not leak =) Indoors can otherwise use local point and spot lights.