Hello! While working on a series of pieces attempting to push realism as far as possible, I have come to realize that caustic materials behave strangely. I've set up a test scenario for this problem.
The setup here is a barebones room/glass setup with the glass intersecting into the room box on all sides, allowing no leaking as far as I understand. The light sources are the Corona Sun and Sky combo, though I have also tried a Corona light which produces the same issue but renders faster. In the leftmost image you can see a typical rendering with caustics disabled on the glass material. As expected the bounce off the ground has provided the majority of illumination to the room.

The right two are the same render but show a clear oddity in how Corona is rendering: no light from the sun has managed to illuminate the room after contacting the floor. Confusingly, the light from the sky environment manages to start illuminating the room immediately. Even rendering with the sky as the only light source produces (slightly) different results when toggling caustics, which makes me believe that the sky also interacts with them. This "lagging" behind of actual light sources vs the sky environment is perplexing.
What can be done about this? I'm currently cheesing the render in my actual scene to get my desired effect, but in the future I have more caustic heavy work planned that would require correct rendering. I greatly appreciate any insights that could be offered into why this happens and what can be done.
This was done in a new scene with 1.5 hotfix 2, in Max 2017. All renderer settings other than MSI and max ray depth are at their defaults.
Thanks for reading!