GI works, and is very different to using fill lights, providing very realistic results with a single set of settings. There are however a few issues remaining with some people getting odd colours in the shadows (I haven't seen this myself yet) and sudden jumps in the brightness of shadows between successive frames in animations (I have seen this... you can see the individual tiles in the shadows of my high res panorama test) or different crop regions of the same render. My tests were mainly designed to provide a workaround for this last issue.
As my early experiments showed that the two lighting methods were very different in what they did, I included the obvious test of combining the two and the results were very promising. I think that part of the problem with GI in large areas of deep shadows is due to the fact that there is so much of nothing to fill in. Providing a small amount of detail via fill lighting provides a base for GI to build additional detail which may reduce the variations. If anyone has a TGD that experienced odd shadow colours from GI, it would be interesting to add fill lights to the TGD to see what happens.
Looking at the latest samples I posted (even if they are a bit small) I definitely prefer the combination. Check my first post (
http://forums.planetside.co.uk/index.php?topic=1368.0) and have a close look at the last two images. Note the shaping of the terrain in the shadows in the lower part of the image.... and the back fill of light onto the second peak in the top middle. You can't do this across an entire terrain with just lights.
At some point there was some discussion about lighting defaults and render times and I ran a few tests that found that adding lights that did not cast shadows did not significantly increase render times, so there was some scope for improving performance but this was not a critical part of my experiments... more of a side benefit. I stuck with a single light source casting shadows only because I found multiple shadows around trees to be very distracting (they looked like cricket players in a night time match surrounded by a star of shadows from the lights)
I'm not sure what other rendering programs have, but using lights that don't cast shadows below the horizon and the availability of negative lights has been *really* useful (7/9 lights are below the horizon, 4/9 lights have negative intensities!)