How can I reduce the noise on diffuse surfaces in the Reflectance Channel when using the Physical Renderer but also maintain a reasonable render time ?
[EDIT]
So apparently my thought about increasing samples under the light object attributes or mess around the options under the GI tab was wrong.
All I had to do was increase the Max Blurriness/Shadow/AO/SSS Subdivision Samples under the Physical render tab.
I always use the Irradiance Cache as primary and Radiosity Maps as secondary method of GI because they produce the fastest possible result.
At last I have my balanced render settings.
If you want you can post your own Α vs B renders and time to support your own settings so others can also benefit.

