Hi, Danny.
The reflective shader with 'ray traced reflections' checked is very much slower to render on complicated geometry than without it checked.
It might be worth noting that the output of the reflective shader, I'm sure I've read here, is equivalent to the default shader's specular settings, when 'ray traced reflections' isn't used in it.
The
only use for the sample count input in the reflective shader is
if you use any 'reflection softness' factor. If this setting is set to '0' then the sample quality tab has no effect in a reflective shader.
At default reflection sample settings, adding any 'reflection softness' gives a very 'stepped' appearance to the soft reflections. At full(and you can exceed this limit by using the type-box, if required, but here I just mean 'full' quality on the slider), it isn't much better, although the render times are
very much longer. The reflection softness feature is very glitchy and the time required to render it really isn't worth waiting for, in my opinion.
You can, however, use a noise function, or other manual input, to break up the reflection hardness on your own, as I did in this older thread from a while back;
http://forums.planetside.co.uk/index.php?topic=11326.0In a line; Avoid 'reflection softness' and samples.
Martin.