Hello!
You did hundreds times better then me in the beginning... I am very critic for renders (especially, ultimately for my self) so really congratulations!
Please notice that, Path Tracing is not "magic" Global Illumination solution!
Shortly, Path Tracing has no interpolations as you know each rays calculated from camera to source of light (yes in this direction) need to be separately calculated. Because is no interpolation in this system also doesn`t exist GI resolution and this means...incredible huge amount of data to calculate. Noise is the effect of no calculated regions.
The question is now: why some surfaces is clean and some are very noisy. Path Tracing is very "sensitive" for amount of bounce lights (recurse).
Then more bounce the more calculations and more noise.
People doesn't understand it and think, Maxwell, Octane, Arnold are quite fast but NO. There is no "fast" in Path Tracing solution. So the second question why sometimes is fast?! This effect comes from small amount of bounces is some situations.
For example having exterior in most situations Path Tracing photos just DIE after one or two bounces by flying to "space" so they are calculated just with one, two or three bounces. Situation DRAMATICALLY change in complex scenes (interiors) when photon must really travel from corner to corner with many bounces.
Why people should not believe in magic fast Path Tracing Render Engines because this is impossible. So seeing HDRi studio in these software with one light source you see nothing
Speed of Path Tracing very strongly depends also from amount of light sources: then more the longer times render and more noisy.
There is no differences between Path Tracing , QMC and Photon Mapping (the same GI mathematical formula , you can find this on Wiki). Differences are in method of shooting photons and calculated GI samples (Final Gathering). Of course Path Tracing accuracy is ultimate and there is nothing to compare but lately distance between Photon Mapping and Path Tracing starting be very small. K3 will have first Photon Map Engine Render which can compete with Path Tracing. This means: over 15-30 times faster render then PT without noise with very similar quality.
First test of K3 are very promising,shooting photons ultra fast ,position of photons incredible accurate - this give us really happiness after over 3 years of codding...even G. is surprise by smoothing rendering in K3 and how extreme amount of photons we can shoot (my record is 10.000.000 photons under one minute with resolution 5 mm and high blur when for K2 this task takes 10-15 min).
To help in Kray with PT you can reduce amount of bounce lights up to four by command:
and I suggest keep windows glasses with one polygon layer.
and in sampling tab use FG min/max rays 500/0 or better quality 1000/0 (this is static function because in K2 doesn't exist progressive render in PT)
To prove, PT do not need photons you can setup in Photon Tab zero photons.
Path Tracing is recommended for extreme size exterior scenes.