Here's a performance figure on my i5-3210m (2 core, 4 threads) when using 4 processes:
* 64x64: 14.561s
* 256x256: 226.28s, 15x compared to 64x64.
* 64x64: 14.561s
* 256x256: 226.28s, 15x compared to 64x64.
Basic ray tracers compute one ray for each pixel (without reflection/refraction), so that this increase in time is expected, as it's roughly 256²/64²=4². This is also due to the fact that each ray is independently computed.
I don't know if sophisticated ones can save some (rays) computation by interpolating.