- May 11, 2017
Fair enough, but at the same time there are OTHER WAYS to keep the branch alive without the massive render load.AS devil's advocate maybe it's not about sex content (I think I saw some once in this VN). Maybe it's just about rendering time. Anytime you can make a choice the world splits, into what is and what might have been. In Real Life we seldom feel the result of an alternate choice, but in virtual world the dev HAS to develop both paths. As the game goes on the divergence becomes greater and greater until you may be creating two games.
So (and I am in no way saying this is the reason) maybe this is a way to streamline the game.
View attachment 301656
One path to chose, One path rendered and One path that leads them to sex finally engendered.
A simple reduction in nonessential renders would tell the story just as well. I'll give an example of what I mean.
The scene where the moving men are in the house and Sophia comes out of the shower. That is 10 renders on Filthy + 2 swapped in for good wife in her reacting angrily. I count from when she puts the robe on, to when she gets to her room and changing. Are 12 renders truly necessary to tell this scene?
It can be told in less, and get the point across just as well.
1) Her in the bathroom in her robe.
2) Her in her hall in the robe on her way to the room.
3) The men walking upstairs
4) The men see her
5) Reaction Good wife
6) Reaction Filthy
7) In-room good wife
8) In roomfilthy
That's 8 renders in where 12 were used. That leaves 4 renders that could be used elsewhere!
Another example can be used on simple scenes like this one getting 5 renders that go like this:
1) looking at the car
2) walking to the car
3) opening the door
4) looking at the car again
5) watch the car backing out...
That's 5 renders... Could be told in less...
1) Looking at the car
2) Open the car door
3) Watch the car back out
Bam saved 2 renders, nothing important lost near same quality...
It's this persistent and constant wasteful rendering in this thing if renders are the main issue clogging up production. Every time you see a scene that has 20 renders that could have been done in 10 renders... That's a scene we missed. We could be on playable day 15 now and into the sex if there was less wasteful rendering...
It's not just unneeded renders that slow things down, it's sometimes solo renders that are more complex than they need to be that slow things down. Ask yourself, if there were 4 or 5 customers instead of 10 at the diner here would the scene have lost anything? I don't think so... it woulda been a faster render too! Could have sat them at the bar, done a more close up shot and that would have been done faster / better. Maybe the cashier, and 1 customer in the background that's it... 12 people and a big scene rendered instead of 4 and small... Rendering this 1 image here probably took as long as like a complete solo shower scene to render... keep that in mind.
In summary, if the overall number of renders are reduced down cutting unnecissary ones, and some of the necissary but overly compelx ones are done in a simpler way the flow will be much faster.