Yeah I agree, I did make some mistakes with DOF but the lighting is the lighting irrelevant… Funny you should mention the progressive lightmapper in Unity, I have tested it out in 5.6 (experimental). One for a more “stylised” version of the test above and the other for a megascans test. One of the major issues I came across with Unity is the lack of a proper skylight with the ability to cast ambient shadows, it makes the transition between indoor and outdoor look slightly odd (reason I did this test)…
https://forum.unity3d.com/attachments/unitynew-jpg.231519/
https://forum.unity3d.com/attachments/megascanshadowlight-jpg.231615/
Edit: I found this too, it was a scalability test in the early days of 5.X… Had this running at 60 FPS on a GTX 470: