How to increase light samples for world volumetric scattering only How do I increase volumetric light samples without increasing pathtracing samples for physical surfaces.

I want to improve only that part, that is the samples for the scattering through the medium, not the bounces over textured surfaces in my scenes. Else the render times will bump up too much without being useful.
You can use Branched Path Tracing for doing this:



Number after "Volume" multiply samples of volume on that value