The way of improving the result in cycles is denoising each pass separatedly, you have the exact technique in the compositing of the blend file I gave you (the same I show in the video)
If you compare both Albedo passes they are kind of similar, however the Cycles Albedo contains two things, the reflection/refraction and the fresnel effect, so it’s not a pure Albedo.
The other big difference is the Denoise Normal pass, it seems to me it’s a Normal pass in screen space.
In the end the key in cycles is to denoise each pass separatedly, but the same does not work in LuxCore, I imagine that it’s because the different AOV organization, which I don’t understand too much, but I would assume that it’s because how LuxCore works, for example the Diffuse pass is entirely black, not sure why, when most of the info it’s in the specular pass, not sure why either.
Regarding the light tracing, understood, that might be the brightness difference, could be good to have a Light Tracing AOV also, otherwise it’s impossible to use compositing to recreate the final render right now

(also the clamping thing I mentioned)
In the end it didn’t made a big difference to render with more samples or not, the idea was to make the point about the possible denoise quality with OIDN, not sure why the same technique does not work with LuxCore.
Keep in mind that in cycles I’m using the same resolution, so not sure why there is such a big difference between Cycles and Lux regarding the Albedo blurryness.
BTW thanks for looking into this, if we find a solution this will improve a lot the denoise quality
