I suppose it would use the bucket size you specify until there are fewer remaining buckets of that size than cores/threads available, then it would start splitting so that all cores are involved, down to a certain size, eg: You have 8 cores and spec 128x128 buckets, so Vray renders until only 7 cores are used, then divides reamining pixels by 8, etc. This might be limited because calculating the AA at the edges of very small buckets may take longer than it would take to render bigger buckets, even though all cores are not used.