When he last upgraded his equipment, the rendering was no longer the bottleneck, but his intention to include longer animations resulted in the animation rendering dragging the development time on.
Supposedly he's running 8 x RTX 3090 GPUs, so his gear is definitely not sub par.
There's a fair bit to the process of creating the game:
- storyboarding scenes
- writing the dialogue
- posing each render
- posing the animations
- rendering stills and animations
- designing minigames
- selecting music
- coding
- testing
- hunting down dissidents and cancelling their subscriptions
And most of this is done in parallel. So while things are rendering, he's working on all the other manual processes. As long as he can keep adding things to his rendering queues so they aren't idle, it sounds fairly efficient.
But yeah, the animation rendering blew the project out by about a month (meaning it still would have taken 8 months even if the animations weren't a bottleneck!) because it takes so long for pretty much fuck all. Note there are less animations in this episode than there were in ep8, but the overall runtime of the animations is very likely to be longer. Some of the animations for this episode will be longer than a minute (his longest animation in previous episodes was only 30 seconds).
Anyone feel free to correct me here, but from simple research, it seems it could take more than a week to render a 1 minute animation (depending on the number of frames per second).
So yeah, hopefully he probably learnt a bit of a lesson that animations are his new bottleneck, and he has stated he really likes adding them (I agree they do elevate the game a bit - I'm talking about non-lewd animations here). So maybe he can cater better for it in the future.
But just buying more and more powerful hardware isn't really a solution for him, he'll just make the episodes even longer...