Our universe has a surprising amount of detail. We can't even simulate the simplest molecular interactions fully. Even a collision of two hydrogen atoms is too hard - time resolution and space resolution is insanely high, if not infinite.
Afaik you can't even simulate double-slit in high-end offline VFX renderers without custom programming
There are other effects (most notable volume scattering), which could be significant for the rendered image and which are simulatable with raytracing, but are usually neglected for various reasons, often because they are computationally expensive.
Also light is REALLY complicated when you get close to a surface. A light simulation that properly handles refraction, diffraction, elastic and inelastic scattering, and anisotropic material properties would be very difficult to build and run. It’s much easier to use material values found from experimental results.
Also, light may be simple but light interaction with electrons (ie. matter) is a very different story!
I just googled and there’s a ton of different papers on doing diffraction in the last 20 years, more that I expected. I watched a talk on this particular one last year: https://ssteinberg.xyz/2023/03/27/rtplt/
Also QED is still a model. If you want to simulate every photon action, might as well build a universe.