Pixophir Light bleeding may be inherent to SDFGI I read.
Yes, well it is screen space. So suffers from issues with large normal delta, limited resolution, depth buffer range, etc. But it looks way better with it on. I also added SSAO, which hid some of the bleeding, but not totally. And these were on high settings, not max, so it could still look better, but I wanted it to be real time and not jack everything up to unrealistic levels.
In terms of the lighting on the ball, the HDRI is very bright (also on the side you can't see in the image). So it kind of has a flat look, but I liked the colors, since they matched the wood I made. I could have made it more realistic by reducing the environment lighting (or using a different HDRI) but I thought the render looked nice the way it was.