So…
For a couple of years I have been using vRay for product viz stuff. Recently a colleague of mine was working on an interior in Max, with vRay of course and had really long times. So having seen the Maya 2015 release I decided to download the trial and try out the new mental ray and the mila materials… but boy was I in for some pain and humiliation.
Final resolution was 1920 x 1080
Screenshot:

There are only two large openings - you can see the mr sun shining through one of them. The second is exactly identical only opposite. Two portal lights - custom environment ticked on - the default mr sky connected (the one created through render globals). Lights are set as visible both in the mr tab of the shape node, as well as the portal light shader. Both lights use the same portal light shader.
FG settings: Accuracy 512, point density .512, Interpolation 30. Filter set to 0. I think that everything else is default.
Material: default mila diffuse with a .5 value.
Geometry pretty basic. Few polys for now. No smooths applied.
So what the h… does one have to do to get a cleaner GI solution?
The unified sampling quality parameter in render globals is set to .25, but that shouldn’t affect the FG calculation as far as I know.



