The rough shading on the chest of drawers, as well as those on the door frame, are the IDL artifacts that I was referring to that still need to be resolved by the programmers (SR2 hopefully). I'm pretty sure these have already been reported, and have been discussed in at least one thread here that I know of.
They appear directly related to how IDL is calculated in relation to certain types of geometry, but particularly in areas that are only illuminated by 'bounce light'.
From what others have posted, there may be issues with how IDL deals with intersecting or near neighbouring geometry, and geometry at 90 degree angles. There was a suggestion that 'filleting' in models might help, but this isn't always possible or realistic.
I've tried a variety of very high quality settings using the D3D render dialogue but have as yet been unable to completely eradicate these artifacts (although I should stress that I modelled this scene myself so there may be geometry issues I am unaware of). They would probably be far less noticable with a fully textured scene, but I prefer to test without. These artifacts do present problems with quality render output IMO and need fixing.
See above pic for how I set up the area light array - six spotlights, sitting just proud of the geometry on which I had an ambient material with a value of 1 (so there will be some ambient light added just from this).
I just noticed that the falloff was set to linear - it was supposed to be Inverse Square.
Oh, and in my render settings I had tone mapping disabled - there's something I can't quite put my finger on that I don't like about this feature. It seems to kill too much of the whites for my liking.
This was just testing.
PoserPro2014(Sr4), Win7 x64, display units set to inches.
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