Since bounce lighting was also used in Blender Internal in order to simulate indirect ligthing, I' m wondering which engine gives the better results for renderings if you just want to render a static image of a rather simple scene like the Cornell box above and don't need the real time rendering capabilities of Eevee for PBR materials . The whole tweaking process very much reminds me of Blender Internal which I've only used rarely at the beginning of my Blender experience and only use now for functions that Cycles doesn't offer like for example baking textures to vertex colors in order to use them with point density textures. Irradiance volumes can be very confusing if you need to much of them in order to simulate a Cycles rendering.