Not sure what you mean by “1.0 would produce the same results…” but I’ll chime in here until someone smarter does. The numbers relate to hemispheric sampling and how far it looks in a scene. When vray is calculating an irradiance map it fires a ray from the camera to a surface. when it hits the surface it then bounces rays of this surface in a half sphere shape (or hemisphere) and sees what they hit.
This is how vrays hsphere samples work in the irmap. If you turn on detail enhancement, what happens is for the fine detail in a scene that would sometimes be lost by a blurry gi method like irradiance mapping can be detected and then a far more accurate method used to calculate lighting for those details in a way similar to qmc based gi. So what you end up getting is the speed and smoothness of irmaps in the more “boring” areas and the sharpness of qmc gi in the detail areas.
In terms of the radius settings, what this describes is how big an area the hemispheric sampling will cover. Say for example you have an object in your scene and another large object 100 max units away. With the radius setting, you can control how far away from the area the detail enhancement is sampling will take into account with it’s sampling. If we take our example of our object with another object 100 units away, our DE radius would have to be at least 100 to bother taking into account the other object. If we set the radius parameter to 50 for example, the hsphere rays from the detail enhancement will shoot out in a hemisphere but cut off within 50 units distance from the point being sampled and not make it far enough to consider the object 100 units away. It won’t have an effect on the area we are using detail enhancement on.
Effectively what it does is allows us to terminate the detail enhancement early so that we get quicker renders. Admittedly it might be a bit less accurate, but there’s a good possibility that an object really far away won’t have any effect on the lighting of an object anyway. What you get to choose is how accurate versus how fast you want the render to be.
As regards screen versus world space, you might end up with a scene that covers a very small area such as a render of an object or an object that covers a very large area such as a render of a building exterior. Having a similar scale of DE sampling makes perfect sense for a small object so screen space works nicely there since there isn’t much depth. As per the help files, it’s basing the early cut off radius on distance in pixels, so if you have a pixel using de and a screen radius of 20, it’ll consider objects within 20 pixels radius.
If you were doing an exterior however, you might have a tree in the foreground and a building in the far away background. If you keep with screen scale on a scene like this, you might have bits of the background within a 20 pixel radius of the tree - it might be so far away from the tree that it won’t affect its lighting but the DE will try and sample it anyway. You might end up with no benefit but the speed hit of trying to calculate it. For something like this you could use world space. Here the radius value makes a hemisphere around the object it’s rendering in 3d space so again if we had our tree object in the extreme foreground and the building in the background, since it’s using distance in 3d space rather than just pixels, the building will probably be way more than 20 3d units away.
In terms of a value of 1.0 turning off de, in screen space you’re nearly correct since you’re limiting it’s sampling to such a small area. In world space, a distance of 1.0 might actually be useful on a tiny space where 1 unit might make up a large area in your render.
Hope this helps!