However, the plot, the characters, the story everything is represented by renders, so if you do 6 renders you will rush the story if you do 1000 you can detail, explain to make it more credible.The most important feedback, IMO, is not the render productivity and utilization rate (yes, it's an issue, but a minor one in the grand scheme of things). It's the story pacing.
1) MC makes out or has other encounters of the lewd kind with seven (I lost count) girls within ~12 hours of meeting them. Zero opportunity for character development let alone relationship building.
2) So much idle time doing nonsensical activities. Stretching, walking around, etc. - just not at all interesting, even all the characters complain about being bored ... how do you think that makes the readers feel?
3) What exactly is the plot here? So far it seems like Miller is addicted to something that one can 'play' (as Kate mentioned) in the restricted area of the club, and he did something that caused them to lose their deposit on the normal summer camp location. Beyond that we can speculate based on clues, e.g., his cover as an ex-cop turned gambling addict as he tries to bust a criminal enterprise knowing there is rampant corruption in the Rosewood police force. Mystery box storytelling is not good storytelling.
This is what needs to be improved dramatically. The entire plot needs to be fully storyboarded with major plot points before moving ahead. Only then can you fill in the details.
More different path = more renders, it's like saying gta v or cyberpunk it would have lasted 3 times less long it would be the same, yet when a game is fantastic the longer it is the better it is, at the reverse call of duty solo campaign less than 5 hours of games, the story is good but we are all disappointed by so little.
After all we are all different so we necessarily want different things everyone has the right to expect what they prefer