Kpyna
Active Member
- Dec 16, 2022
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While DPC hadn't give us some numbers of progress, but most of his words sounds adorable and dope.
26 minutes of animations in previous episode means: 26min *60sec *30fps = 46800 frames. 47k fucking renders are hidden inside the animations. Along with static renders the whole number reaches 50+ thousands of renders. While I understand that the animation queue is not the same as static scenes renders, while most of frames produced automatically, but it's still a huge work of posing, checking for mispositions, artifacts, etc. Finally this mean, that he is able to render all static scenes within 3 weeks.
The most dissapointing thing to me is that he use the *.webm format for video. It's not the worst variant, but something like HEVC 10-bit with highest quality setting encoding would produce a great picture with very few artifacts of compression, while maintaining the same or even less size of files with animation. Webm is too lossy, especially when it comes to dark areas, shadows or some color tones. All his huge and brilliant work turns like scanning of some ancient valuable painting and then saving it with JPEG average quality preset... I just hope he saves the rendered frames originals in uncompressed state, so he may release a higher quality version later after the final release.
We argue and discuss the number of animations, but damn it, this is what I've always thought about when it comes to animations. I'm glad he mentioned the number of renders for animations and compared it to the number of static renderers for an episode.A whopping 4353 animation frames were produced during this time. For comparison, that's more than all static renders in episode 8.
26 minutes of animations in previous episode means: 26min *60sec *30fps = 46800 frames. 47k fucking renders are hidden inside the animations. Along with static renders the whole number reaches 50+ thousands of renders. While I understand that the animation queue is not the same as static scenes renders, while most of frames produced automatically, but it's still a huge work of posing, checking for mispositions, artifacts, etc. Finally this mean, that he is able to render all static scenes within 3 weeks.
The most dissapointing thing to me is that he use the *.webm format for video. It's not the worst variant, but something like HEVC 10-bit with highest quality setting encoding would produce a great picture with very few artifacts of compression, while maintaining the same or even less size of files with animation. Webm is too lossy, especially when it comes to dark areas, shadows or some color tones. All his huge and brilliant work turns like scanning of some ancient valuable painting and then saving it with JPEG average quality preset... I just hope he saves the rendered frames originals in uncompressed state, so he may release a higher quality version later after the final release.
I've mostly spent Monday-Friday playing through the entire game and refreshing my memory regarding some specific stuff I'm about to work on.
This two moments seems very coherent to me. Last time he mentioned the episode playtesting, he said that it was only the first half of episode. Now he told just "playtesting the episode". Probably this means that he have a whole draft version of working episode on his hands, and it's cool. Refreshing memory probably refers to two things. He really didn't think a lot of the game during his vacation to really rest of all this throughs and work itself. Second - he want to fill gaps in scenes/script etc for current episode, based on some moments we seen before and some of which is wait to unfold from the very first episode.when I played through it yesterday, I felt lots had been done.
The new numbers would probably give us the new estimate time. It feels like he is full of energy, enthusiasm and glad to get back to work. I wouldn't bet on August release anymore, but September is still sounds quite plausible.There is much to polish and scenes left to create, so I'll jump right on it and hope to make good progress in all areas.