I agree, to maintain pace, what is in there probably fits bill, I realize that not everyone share that opinion. My point though, If ever decision made to remaster those, this has to be next level to worth replay and design time spent.
You're right.
Right now I just try to not regret most of the stills I make. Because they're the biggest pain to remaster. (find the file,find the camera, find the exact pose, that all is well keyed in the program...) Is hard. If not, the entire scene of the Great Hall will be remastered by now.
But animations are the easiest; I have them usually saved in separated files, just load, re-pose, re-shoot.
To put a comparative, Now with the Nvidia 1070 and with the 64 of RAM I remastered animations in 2-3hours that with the 1060 and 16gb of RAM would have took 10 hours. Why so much difference? Those cards doesn't have so much difference in Cuda Cores.
The thing is that the better is the system (CPU, RAM) and more VRAM has the card and more cuda cores, you can work in the scene much faster with less Crashes, (and working in several scenes of DAZ in the same time to profit), preview changes in lighting, render entire fast previews of the animation, in much less time. Is just not the time that takes the final animation to render, is having the system capable of doing lots of tests and changes in the scene without pain and with the less crashes (Also, I have some problems with the computer crashing at random... I had some bad experiences in the last 3 months...).
When I'm on graphic duty, I usually work with 2-3 Daz scenes opened at the same time, one rendering, other posing, and other usually designing characters of scenarios (for when I need a break from the posing). The faster one can render animations, the more free time one has for everything else, and much more time one has redo stuff is the thing goes wrong.
For example in this update, in the more than two weeks that I've been coding, just using Daz to make some extra renders for some scenes here and there, (even then Daz almost always open), I've found moments when I faced a bad or suboptimal animation.... Just load the scene again, render again. Better animation? Better. Perfect? well, never perfect, because there is another scene that I need to render some extra renders to fit the story well, and I cannot be trying agaaaaain to make a better animation. (and of course not making animations of more of 20-40fps, depending of the nature of the action...)
But let's say I was able to put my paws on a better cpu (I have and i5...) and a 1000 bucks card.... I would be remastering the animations that for now I don't like right now like flying. (But I'm happy with more than half of the animations of the game, that with this update I guess they'll come at least to 80, thought I never counted them, but 30 news are coming).
In fact, some of the ones I most like from previous updates, are just simple 2 to 5 frames Fades. For me they look good, and no strange pose issues.
And for remastering I don't mean making 120 fps animations, there is no need for that much....But being able to pose and preview faster without being a slog for the system some old animations and just change some 7 frames animations for some 30 fps well posed ones? Yeah.
For the first update I remastered a lot of little animations and it was a pair of days... Because they were low on frames. But that's the thing. Remastering animations is when you're going to take much less time, that the originally time they took.
(and I wrote this bible, because I can't sleep, but I need to recover energies to do the final hours of coding, and I'm a bit idle seeing if returning to work or achieving sleep xD)