Ah but that’s the thing. Vray is not NEARLY as hard to learn as MR. You’re probably thinking “I worked so hard to get where I am with one renderer, now I have to learn a another?”
Put that out of your mind! I was proficient with vray after the very first commercial I used it for. The second time I used it was on the Halo 3 release trailer, and it hauled ass - I was stunned - and looked awesome doing it. But after using Mray for 9 months, I still didn’t know how to use most of the shaders, and experimenting with them, trying to get them to work, left me bald. Vray is vastly more intuitive. Depending on what you’re doing, you should be up & running in no time.
I’m likely to catch some flak here; Arnold is, overall, not as fast as Vray, when you look at the big picture. Almost everyone, including experienced professionals, find it very slow from the start, and are told ‘you have to learn how to use it’. While partially true, vray rips through renders right from the start. I’ve heard about a few things that Arnold does extremely well, like volumetrics (vray is still a newborn in that respect) and massive assloads of geometry, but the lack of any Irradiance cache, light cache or baking, leaves you without some seriously powerful time-saving tools. Arnold is brute-force-only, all the time (afaik - I’m still checking it out, when I have time).
Even their own docs claim that it’s designed to save artist’s time, not render time. That’s fine for big studios, but not something I’d use at home or a small studio.
I wouldn’t give “big studios adopted it before it was commercially available” too much weight. Sony bought it primarily to save money on Renderman licenses, and secondarily because it could raytrace, which Renderman was crap at. Sony wanted as much as possible to be in-house software - their compositor / lighting tool (katana), image viewer, even their IM messenger was proprietary, and they were working on thier own cloth. Apparently there’s a nice tax incentive for software development.
I’ve been through Sony’s arnold training twice, which was focused on minimizing noise and optimizing speed; and I can’t get amazingly fast mind-blowing renders out of it, whereas with vray, with as much or less training, it was killing it.
Back to the OP - I’m still getting benefits from splitting the renders up, in vray 2.4. Even with very basic scenes; an F1 car with just diffuse, and glossy reflection, an hdr, brute force gi, no deformation and no motion blur. I do have one scene that showed no benefit, but 2 out of 3 makes it worth trying, to me. I’d love to compare speeds with vray 3.0 some time - if splitting renders becomes moot, then, all the better.