- Dec 16, 2019
- 496
- 964
I think I mentioned it further up the thread, but yeah, the main reason most games that contain BE don't actually have much of it, (as well as any other major character body changes like pregnancy or even sometimes clothing options) is because most games aren't actually using a real model or a paperdoll system or anything, they're just 1000+ prerendered pictures taken from Koikatsu or DAZ3D
If a character gets breast implants as part of the story, that would mean EVERY SINGLE PICTURE prior to that would have to be rerendered a second time with the larger boobs, literally doubling the game's filesize and the amount of time/effort it takes to do pictures for the game.
Imagine a game where there's 100 pictures of a girl named "Karen".
Say the game has two breast sizes, that means 100 of one size and 100 of another, so 200 total pics.
Now imagine there's four outfits, multiply the total count and now you've got to render 800 images of Karen, 8 variations of each and every picture.
Sunglasses that can go with any outfit? Now 1600 images, 800 with, and 800 without, unless you get crafty and go paperdoll with it, overlaying the sunglasses on top without actually redoing the whole picture, that still means 100 new pictures, making a total of 900 pictures.
...but most people don't JUST want two breast sizes, that's boring, so say there's four breast sizes-
...and so on.
And thus, my journey to try to convince more devs to switch to full paperdoll mechanics or full 3D engines continues.
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There isn't really much in the boob department in these games, but this dev:
All of their games consist of like 8 stuffing sizes + 5 weight tiers + 5-10 poses, and so each game has thousands and thousands of pictures, but they're all only like 10 minutes long and are usually really simple.
If a character gets breast implants as part of the story, that would mean EVERY SINGLE PICTURE prior to that would have to be rerendered a second time with the larger boobs, literally doubling the game's filesize and the amount of time/effort it takes to do pictures for the game.
Imagine a game where there's 100 pictures of a girl named "Karen".
Say the game has two breast sizes, that means 100 of one size and 100 of another, so 200 total pics.
Now imagine there's four outfits, multiply the total count and now you've got to render 800 images of Karen, 8 variations of each and every picture.
Sunglasses that can go with any outfit? Now 1600 images, 800 with, and 800 without, unless you get crafty and go paperdoll with it, overlaying the sunglasses on top without actually redoing the whole picture, that still means 100 new pictures, making a total of 900 pictures.
...but most people don't JUST want two breast sizes, that's boring, so say there's four breast sizes-
...and so on.
And thus, my journey to try to convince more devs to switch to full paperdoll mechanics or full 3D engines continues.
===
There isn't really much in the boob department in these games, but this dev:
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is the best example for why rendering a million pictures is just a weird idea.All of their games consist of like 8 stuffing sizes + 5 weight tiers + 5-10 poses, and so each game has thousands and thousands of pictures, but they're all only like 10 minutes long and are usually really simple.