I wonder if The Witcher 3 (2013) had global illumination.
The lighting just doesn't compare.
Nope. Google this article: The Witcher 3: Wild Hunt Artist Talks About Weather, Lighting, Consoles, Graphics and Much More
"G: While many focus a lot on pixel and polygon count, lighting is possibly the most important element in making a game look great. Could you give us some details about the lighting solutions and tech used in The Witcher 3? How much of it is dynamic, and how much is baked?
JT: Lighting is absolutely crucial! And making an open-world game with always changing lighting conditions was a huge challenge. Every light in the game is dynamic, even some effects cast lights too, you can walk up to almost every light source and extinguish or ignite its flame, nothing is baked!
We ended up not using Global Illumination, light bouncing and reflecting
this is similar to what I mentioned previously with visual effects, an area where things keep getting better every year, but these really cool solutions are still far too expensive to use in a complex game. So to add more detail to the lighting, the whole world is covered in lighting and reflection probes, that analyse the surrounding area and light it accordingly. It does a pretty good job."
It would be an overkill to even use a static GI for such types of games, let alone a dynamic one.