Change of reverb sound when moving through different rooms does not imply anything - I can have a generic reverb which morph between different settings according to the room settings. Just look at EAX - nothing special.
While moving in the forest map - you can clearly see reflective rocks on your right at the start - the reflection pattern doesn't change even thou you move throuth the rock formation nor when you change the orientation. With real time early reflection simulation you would obviously experience change in the reflected energy. The exact same behaviour is missing from the indoor environments.
IMO, the 'problem' is that your expertise on this subject, far exceeds everyone else's.
Don't get me wrong, I fully respect you and I see you as an authority on the subject.
I have seen you de-PR the xbox audio architect with just a few posts, so I know that you know a lot.
Now, the situation is like this (I think), no disrespect intended, I'll just try to illustrate my view using an analogy:
a game company says: "our light refraction calculations are 99.9% correct and should mimic real life real well".
everyone here says: "wow that is so cool, you can really see that this solution is indeed 99.9% correct, a real improvement over previous solutions!"
and here you come in, as a (let's say) light-expert:
"well, I don't see how the refraction calculations are 99.9% correct, because in the video you see a prism, but the light doesn't behave like it should."
the rest doesn't really understand the material so they approach your views with doubt, while they should realise that you add real value to the subject.
Maybe we can get in contact with Guerilla so you can ask them a few questions? I think that would clear things up.