Reverb is really just thousands of echoes, and echoes are just the original sound delayed back to you. So what you can do is use the impulse response in a FIR filter, convolve it with the original signal, and you've recreated the same reverb with a different sound.
This technique has been quite accessible to audio engineers (and mechanical engineers) for a few decades now. But you really only go out and sample impulse responses when you really need a very accurate model of the reverb. In most cases someone will just use a precanned impulse response.
Forget all of the little hacks. Sound processing is cheap. In 2020 it is unnecessary to select from a set of pre-baked filters and applying them to some predefined volume (ie this room is echoey, this room is absorbant, etc.)
This is one area where software has regressed then stagnated [0]. It doesn't make any sense, other than it wasn't prioritized. I think it's only a matter of time before engines go back and finally complete the audio simulation problem.
Same thing with this Unreal 5 demo. Most users would not be able to tell the difference between rendering 16B vs 8B triangles per frame.
I am convinced every human can hear the difference. Computation is cheap. There's no reason not to solve the problem.
[1]: https://developer.mozilla.org/en-US/docs/Web/API/ConvolverNo...