This rendering is pretty good, but it has some areas where improvement can be made - consult a photo of a room to see how subtle surface textures are - you can hardly see fabric or wood grain in a room photo, for instance:
Camera light - or whatever magic light ball floats in the center of the shot making ghoulish shadows: Bright glow against fireplace distracting. Need to make light more plausible by suggesting a dominant light direction - or is it a skylight opening over? Camera Light Bad!!!!!!!!!!!
ALso: chairs should all cast shadows to not float - light direction problem.
Composition excludes viewer: chair backs are barriers to engagement. No dynamic entrapment of the eye - the vision wanders... it is a space, but what is its story?
Wide angle distorts chair backs: tilt-o chair like bad video game. Fake it: Pull chairs toward camera and use narrow camera angle.
Oversaturated: use Photoshop to reduce intensity - too yellow.
Gorpy rug: Orange? Ick. Call 911: taste police.
No fire: easy enough to put an alpha channel image of flames there since an empty cavern is entire room's focus. Like if Beckett wrote "Waiting For Santa," but no milk and cookies wait for him on the table.
Too much black - chair sides, say. More ambient light will soften this.
Textures generally too big by a scale factor of 3: except for stacked fireplace stone. Never rely on their exaggerated Lara Croft texture sizing.
I know that when images are posted, we are supposed to ignore composition issues, but the exact placement of image elements makes the shot. THEN you plan the lighting to shape the illustration, creating a captivating scene.
First your sox, THEN your shoes.
I played with it in Photoshop to mixed benefit.
Dwight Atkinson