Reflection is quad dependent and looks non realistic Im rendering varous objects with a Sharp glossy effect but the reflections are quad dependent on the object (image below), meaning they behave separately within every quad making it look 8bit-like. Can anyone tell me why this happens?. (Im pretty sure subdividing would fix it but I want to know why I cant have a low poly object reflecting normaly.

The object has 2 modifiers: Subdiv Surface and Solidify. (Perhaps the Subdiv is causing it?). Help me you Blender savys I dont have a powerful CPU to test and test within every render would take me hours and hours.

Image:
As @Mr Zak pointed out you need to use smooth shading to get cleaner reflections on a glossy material.



The following example should make it clear, both of the spheres are identical, and have the same amount of subdivision (2) on the subsurf modifier