Hi,
I searched for this issue and I found out that one difference is the exact and approx methods and that each of these methods has it’s own pros and cons for calculating GI and setting two steps for calculating GI (primary and secondary) would let to take the benefit of having a very adaptive and time-saving rendering.
Reading VRay documents I assume that in VRay this 2-step rendering solution has another functionality. I think primary bounces are bounces that actually are visible and are in front of the camera and since all GI solutions in VRay are “Gathering” methods and not “Shooting”. so in order to calculate GI correctly we need another step to calculate bounces that are happening off the screen and bounces that are happening on the back side of the objects that are not visible.
is this assumption correct?
thanks for shedding some light on this for me 

