The brightness is wayyy too much with the fog, here. I've already fixed this a bit. But start by looking inside of the house.
Most apparently, you'll see that the house's interior capturing the pink emittance from the sky. You'll see that in general. Much more of the light on the ground resembles the light of the sky, rather than being a different color. I also activate the 'emissive' mode which essentially turns all bright objects into additional 'sources' in the whole bounce equation. The second shot shows what the interior looks like with only basic indirect lighting. Same average color and luminosity as the exterior of the house, which makes no real-life sense. You can really see how the light from the sky illuminates it with it on - it now contrasts with the still-mostly-baked-indirect front exterior of the house. The light is even breaking out through the openings and casting a pink glow over the roof. You can see it subtly crawling across the bevels of the doorway exterior.
I think that's pretty cool. It's not quite like the real deal but it's still an impressive thing to pull off. It actually works like the real thing. There are other ways to fake it, but when you are playing, it's not the same feeling as this.
If you look at the tree on the left, you can see that the back of the tree is now lit more by the sun than the front - it's been more realistically sectioned, rather than casting a gradient over it, as the mix of classic old direct and indirect lighting does to that same tree. And where light reaches through openings in the leaves, there is a glow that actually appears to follow the mesh and normalmap directly on the surfaces. It still doesn't have much contrast, but more than before - and of a different quality. I like what it does to my tree silhouettes. They aren't totally flat as often. You still get the look, but with a little chonk poppin thru. I think it has a neat impact in places with tons of trees. They blow in the wind, and you see more dimensionality in the movement with the GI.
On the far right, look at the contrast change between the bush and the gate. The edges of the bush glow with the light behind it, while the front picks up a lot less. There is light in the gap between the bush and the house casting a more apparent silhouette through the fence openings - and yet the fence is also catching a little more light that lets you see it better. Further, the center of the bush where the light behind doesn't reach is still fairly dark - just has ground-bounce. The ground can be set to have some subtle emittance, too. This all doesn't seem like much in the shot, but those dynamics are were the magic 'pop' is in the whole images with this effect. It manifests in different ways, depending on the circumstances.
I can go into debug and pull the 'emittance' map that shows all of the light that gets rendered - that's how I know these things about this image - I was looking when I took the shots. Shoulda grabbed that too. Have to take a comparo with that next time I play with it.