While your effort my be somewhat useful as general baseline,
The problem with any "render time calculator" is that it is usually based on static analysis.
such analysis cannot possibly predict the many variables that would
severely effect the render times. such as camera movement ,reflective &
emissive surfaces, refractive Glass with caustics ,materials with
subsurface scattering ,low light night time scenes etc.
Does anyone know if this version of IRay for Iclone/CC3 at least has a "branched path tracing" mode???
Blender cycles has optimization options in "branched" path tracing mode
so the user for example can decide:"Hmm I dont really need 12 ray
bounces for that silverware on the table behind my main Character actor
bogging down my renderer, so I will reduce the bounces to four.
"
If this build of IRay in Iclone /CC3 Does not have these optimization options( As Daz does not)
you will have to sit and endure the vicissitudes of unidirectional ,brute force,unbiased path tracing until your render is done and Denoised.
Once people start trying to produce final quality animations of any length
with IRay they will have to be prepared for a radically "different" film
production work flow........ to put it Charitably .