Yep, this.
Also depends on the quality/rez of the HDR you’re plugging in, in the case of a domelight. Some HDRs from well known collections (cough) might require upwards of 2048 sub-d’s to reach acceptable noise levels. Some others might only require 16.
Lightcache can save you tons of time (and noise) in your lighting and gi passes (as well as glossy calcs), but can be tricky to tune if you have deforming or intersecting objects in animation.
How I generally approach the light subdiv problem is like this… always keep your rawlighting, rawreflection and rawgi passes turned on to refer to. Turn up your sub-d’s until your raw passes are smooth & buttery. Done.
In the case of Maya-native lights like points and directionals, make sure to make the light angle non-zero (if applicable, like a directional… .01 is a good start for sunlight at 1 maya unit = 1cm). Purposely glossing over the nastiness you get in spec/refl with Maya native lights here + adaptive DMC, but there are cases that they can be handy.
Also keep in mind that the “raytrace shadow rays” on Maya lights equate to subdivs in VRay.
If you’re using “universal” style adaptive DMC globals, turning up your light subdivs can actually save you quite a bit of render time in certain cases.
Counterintuitive, but there you have it.
–T