When looking at galleries from half a decade ago and recent ones, you should also take into account that other tools have also made leaps in functionality and features that might have aided in creating better looking images. Think of tools like Multiscatter, ForestPro, Marvelous Designer, Bercon Maps, Crazybump, Z-Brush for example and also the wealth of ready to use assets like trees, furniture and high quality HDR maps. Those have matured greatly in over the span of only a few years.
After all you can only get quality renderings if you feed it the right stuff. Also many many tutorials and demonstrations have helped spread the knowledge further. You can get great results with any current render engine.
As for Corona I have some preliminary results after my tests. I tried to keep it fair, though some features have no direct counterpart sometimes.
Corona Render Sky& Sun:
Maxwell Render Sky& Sun:
Now the look is obviously very different and Corona is missing both reflected and refracted caustics from the sun. Also the shading quality is superior in Maxwell, both are using non-lambert surfaces. Both have been rendered for the same amount of time, Corona was set to pathtracing for both primary and secondary bounces. Setting the maximum sample intesity to 0 in Corona-thus making the light transport fully unbiased-gave fireflies. The default color output in Corona was also a little flat and closely resembles the output I got from another renderengine starting with a capital letter V...
The images above are already custom tonemapped to get a little closer to Maxwell- you can do that during or after the rendering in Corona.
Many of the features and settings in Corona suggest to me that it has been built with a Hybrid approach in mind from the ground up, and true enough setting the secondary bounces to use a biased method the look hardly changes-at least for this scene. The speed is then several orders of magnitude greater though. Using a biased approach comes with the usual advanteages and disadvantes associated with it- great speed, cacheable GI, potential quality loss in scenes with a lot of fine detail flicker in animations etc. It's a tradeoff basically.
Now I did not expect the sky&sun implementations to look the same so I did another test with a HDR image as the sole light source aiming to level the playing field a little more:
Corona HDR (again already custom tone mapped):
Maxwell HDR
Again it seems obvious that Maxwell captures much greater detail in surface tonality (the tufting in the couch) and has a richer and more detailed look. Corona did produce caustics here, suggesting a missing feature in their sun&sky implementation. This one used also a biased approach for the secondary bounces making it very fast indeed-12min against 2h. Using pathtracing for both primary and secondary bounces did not yield a better result, again leading me to believe that it is a very good biased engine and a mediocre unbiased one.
Still no matter how "unbiased" you set up Corona, it lacks details and needs to be adjusted in the tonemapping department to get it this far at all.
I looked at the emitter performance as well and so far Maxwell seems better optimized in this regard.
I also do not feel personally attached to a brute force approach, but until this day it is still offering higher quality albeit at the cost of rendertime.
Lest I forget, I would not want to miss features like Multilight, Fire, proxy geometry, MXI files system with resuming, a physically plausible camera system and many features besides. Would I like to get rid of long render times? Of course. The picture might look different when dealing with exterior scenarios, the time penalty would be much less severe there for completely unbiased systems.
Ben