Just from initial look; scene appears far too big, clamped is used, no hdr setup was present but I suggest using Nishita sky instead as you can control where the shadows fall and the quality of the light better, caustics were enabled, indoor lights cannot really compete against a sunlit floor and I would just turn them all off - mixing light sources can be a mess anyway. I never use hdrs for interiors, except maybe for backplates/camera only stuff. I also use a different way to do architectural glass panes for windows.
Also the project organization was a mess with everything in root making it take time to get rid of all the unneeded stuff. To troubleshoot a scene like this, get rid of everything except the major players; room, steps, windows and curtains (I never use solidify, and never use only a velvet shader - it’s unrealistic and doesn’t let any light through, unless you actually want a solid blocker), and the bed.
Is that really a reference “photograph”? Real nice photographs are rarely real, but have been worked on. And rendered imagery we never know what tricks have been utilized and it’s not easy or possible to “simply match lighting”.
Get everything to proper scale, simplify and organize the scene, get rid of all the non essentials for sharing and troubleshooting, and pack the textures. I can’t be bothered spending that much time doing texture replacement for helping out.