Indeed. Even the difference seems to be really at the pixel noise level,. Not really even greatly different overall shapes, they seem the same at second look. It's just the noise that's different, tad slightly larger silver lighting on the first image maybe.
One thing I've noticed, and just noted elsewhere, is v3 Voxels are tiny. They're very easy for windows to move from HDD to RAM so forth. I was rendering v3 cloudscapes on a 2gb netbook for a great while, and again on a Intel Compute Stick. The performance impact is mainly marginable, even well above 10% because what is actually because called back and forth is tiny really. Objects are where id get immediate crashes in just populating, because the objects can't be split up in RAM/HDD, they have to be moved around as a whole chunk. Right now on 8gb I get a long freeze if I were to punch in 500 MoV or so, but after it's done with it's freeze, everything operates as normal, Preview/RTP/Renders.
I'm assuming the same is said for polygonal caching as well. Matt's new robust sampler seems to greatly help with these scenarios as well and I see consistently faster renders with lower overall usage. Being back on 8gb of RAM again, it's actually a great help. Lol With objects I still run into trouble and currently limited to smaller sizes, as if they start paging, everything gets terribly slow due to wait time.