Apparently they don't have the GPU enabled rendering for the 2080 series for now.
Most of the game data is done. adding stuff takes time, sure, but the coding is mainly done. For myself, it's custom coding stuff. For his, it's the same as almost every other game. Possibly a simple asset purchased online. But the poke-through is only a problem with clothing. Most scenes don't have clothing on, and once with Daz, there is built in morph choices. I honestly don't think that is as difficult as some make it seem.
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This picture took my friend 1 minute and 30 seconds.
I really don't know what you are trying to prove here, because as I said your assumptions about how much work goes into what becomes a final render is only partly related to the actual render time - many of your assertions on how quickly things can be adjusted to ICSTOR's apparent standards were simply too idealistic (and I showed examples of that). You seem to be armchair-quarterbacking someone who already produces a visibly high-quality product, so if you really feel that you can improve upon his process, maybe hit his Discord and offer your Daz 3D / Iray / Project Management skills.
I don't want to sound mean, but although that render above is fine it is nowhere near something I'd expect to see in Milfy City, quality-wise (materials, lighting, rendering and composition). Look at ICSTOR's most recent previews in this topic and some major differences will pop out immediately, but if you want a full critique we should take it out of this topic. We can all render a basic scene with "eh" posing, lighting, weak materials and noise/grain - what you do beyond that is what becomes your signature style for a given series, release or project.
I mean, this render took over 25 minutes with 3xGPUs and Octane instead of Iray - a lone 1060 would have a fun time with it, I'm sure:
https://f95zone.to/threads/the-visit-v0-10-fix2-stiglet.10361/page-163#post-2103541 . Even though it was just a quickie to show off an outfit which was referenced in the thread, it still took some time to compose and get the materials + lighting halfway decent for appearing like a sudden standoff in an early morning timeframe for an alleyway that would soon be waking up. I'm not claiming it's the greatest thing in the world (because it ain't), but it contains examples of elements, adjustments, settings and output that I've been talking to in my past two posts.
There are ways to optimize render times in Daz Iray, especially using tools such as Iray section planes to cut out unnecessary geometry from a scene being rendered. But even there, that creates lighting and related environment considerations which still need to be adjusted for.