weirdscix

Active Member
Apr 10, 2021
559
2,841
Unreal is a 3D game engine, one of, if not the most advanced ones in the world. DAZ is a 3D modeling environment and Iray is a photorealistic CG rendering engine for 3D models.

Basically, potatoes vs apples.

A person who says that Unreal could produce better static images than DAZ modeled scenes rendered in Iray, is completely clueless or a moron.

Sure, a 3D game engine is faster at rendering, but with lots of complications and a fraction of the rendering quality.

Unreal is designed for ultra fast real-time 3D rendering, collision detection, NPC AI and everything else a 3D game needs. It is not designed for 3D modeling and design. The rendering speed however is achieved basically by approximating light and cutting the quality where it's less noticeable.

DAZ is just a 3D modeling environment to produce 3D models. Iray is a renderer capable of producing accurate photorealistic images from this kind of models by using ray tracing, simulating the flow of light particles.

Telling Ocean, a rendering perfectionist to use Unreal for rendering... If I were him, I'd tell the the idiot who suggests it to get stuffed.

Besides, rendering speed hasn't been a problem for him for quite some time and VRAM size gets in the way only on a few very complex scenes. His little "rendering farm" is mostly capable of rendering much faster than he's been able to feed it with new scenes. By using Unreal, he'd still have to design and set up the scenes and pose the models, so faster rendering speed wouldn't help to speed up the workflow by much if any at all.
Sigh, so much misinformation in one post, and resorting to insults.

Unreal is capable of much higher output than Daz. It can render simple images or use different methods, multipass rendering, Path Tracing amongst them. Path tracing has been long used in the movie industry for ultra realistic images.

The only advantage that Daz has is in its easy access to character models and morphing, skilled users however can use those assets within Unreal, in fact the Daz store now specifically states that the models are compatible with Unreal, Blender, Unity and others.

How do you think all the key art of such high quality are produced for games?







I could post hundreds of more examples of character renders and that's not to mention its ability to render cinematic animations far superior to Daz in a fraction of the time, then we have the environments which once again are far superior.

Daz is a program aimed at amateurs to give a gentle introduction into 3D rendering.

Skilled users will stick with Blender, Unreal, Maya, Cinema4d

If you are going to refute points in a post, make sure you know what you are talking about.

Maybe have a watch, you may learn something:
 

Ali ibn Hassan

Engaged Member
Dec 19, 2019
2,589
12,436
Sigh, so much misinformation in one post, and resorting to insults.

Unreal is capable of much higher output than Daz. It can render simple images or use different methods, multipass rendering, Path Tracing amongst them. Path tracing has been long used in the movie industry for ultra realistic images.

The only advantage that Daz has is in its easy access to character models and morphing, skilled users however can use those assets within Unreal, in fact the Daz store now specifically states that the models are compatible with Unreal, Blender, Unity and others.

How do you think all the key art of such high quality are produced for games?







I could post hundreds of more examples of character renders and that's not to mention its ability to render cinematic animations far superior to Daz in a fraction of the time, then we have the environments which once again are far superior.

Daz is a program aimed at amateurs to give a gentle introduction into 3D rendering.

Skilled users will stick with Blender, Unreal, Maya, Cinema4d

If you are going to refute points in a post, make sure you know what you are talking about.

Maybe have a watch, you may learn something:
Now that you made your point how much more clever engines can be used to produce an AVN, so piss off and render your own one instead of whining about the superiority of your theoretical skills.
 

weirdscix

Active Member
Apr 10, 2021
559
2,841
Now that you made your point how much more clever engines can be used to produce an AVN, so piss off and render your own one instead of whining about the superiority of your theoretical skills.
Show one place I said anything about my skills, I said that Ocean was being unrealistic in needing professional level GPU's and what Daz can achieve.
 

Ali ibn Hassan

Engaged Member
Dec 19, 2019
2,589
12,436
Show one place I said anything about my skills, I said that Ocean was being unrealistic in needing professional level GPU's and what Daz can achieve.
First of all you will have to learn to read: "theoretical skills"!
Your whole argument with Penfold was based on you cramming theory down his throat.

I myself find Unreal renders too glary and flat compared to the cinematic depth that Ocean so far produced.
I like to compare what he's been able to do so far to making a movie in still photography.
Camera angels, lighting, character positioning and interaction is very cinematic, though still.
 

Karabonga

Member
Dec 11, 2018
280
125
His Beta and Full are different, correct? meaning he's adding more content to the beta version and then calling it Full
Normally, you'd call it beta to test it, so the game generally would have bugs and other technical issues and not add more scenes and call it full, or am I wrong?
 

weirdscix

Active Member
Apr 10, 2021
559
2,841
First of all you will have to learn to read: "theoretical skills"!
Your whole argument with Penfold was based on you cramming theory down his throat.

I myself find Unreal renders too glary and flat compared to the cinematic depth that Ocean so far produced.
I like to compare what he's been able to do so far to making a movie in still photography.
Camera angels, lighting, character positioning and interaction is very cinematic, though still.
You can twist it whichever way you want, he responded to a post with insults and incorrect facts. I responded, simple as that
 

yossa999

Engaged Member
Dec 5, 2020
2,503
16,739
His Beta and Full are different, correct? meaning he's adding more content to the beta version and then calling it Full
Normally, you'd call it beta to test it, so the game generally would have bugs and other technical issues and not add more scenes and call it full, or am I wrong?
The Full version will contain a completely reworked second chapter in compare to Beta. And bugfixes for bugs found in Beta, of course. He was reworking the first two chapters, now about a half of the second chapter remains unreworked.
 

matschbirne

Well-Known Member
Aug 24, 2019
1,263
6,738
The Full version will contain a completely reworked second chapter in compare to Beta. And bugfixes for bugs found in Beta, of course. He was reworking the first two chapters, now about a half of the second chapter remains unreworked.
you forgot the new hair style that Nika gets:sneaky:
 

Ali ibn Hassan

Engaged Member
Dec 19, 2019
2,589
12,436
You can twist it whichever way you want, he responded to a post with insults and incorrect facts. I responded, simple as that
You seem to have read his post just like how the devil reads the bible.
In no sentence does he point at you personally, but in a general wider direction.
 
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Ray_D

Engaged Member
Nov 13, 2022
3,952
13,151
:KEK:
Yeah, he changed his hairstyle a lot, he used to be just a shaggy guy, and now he's a fashionable shaggy guy.
more like a character out of yu gi oh, I'm still waiting for someone to challenge me to a shadow game.
 

PickerLewd

Well-Known Member
Dec 22, 2022
1,872
1,968
you think he can afford another haircut from Emilio?
Only by spending the money taken from Mario :KEK:, that barber shop seems like the most expensive in town.
more like a character out of yu gi oh, I'm still waiting for someone to challenge me to a shadow game.
I found out recently that the duels were to death and all that talk about a realm of shadows if you lose was just made up for the kids :LUL:.
 

PaxHadrian17

Engaged Member
Sep 8, 2020
2,301
11,161
Good grief, these everything-a-dev-does-is-right-and-everything-a-dev-tells-is-true guys are really embarassing.

You know, these guys who develop these Patreon funded erotic games are human beings like you and me: they might make mistakes sometimes, I even daresay.

:rolleyes:
I don't recall Anyone of Ocean's supporters saying Ocean is perfect.

If he was, he would have picked a freelancer who did not bail on him leaving him to do major work on the phone himself.

He's owned this versus hiding the miss and making excuses for it.

The dev logs where Ocean talks about managing burnout, working on improving his skills from Blender to English writing and beyond have been posted on this thread for > 1 year by supporters from either Patreon or SS.

He's admitted that he needs to be better about taking time off as part of increasing overall productivity/creativity.

He is a creator who treats himself like a work in progress while he is working on two AVNs - what amounts to a Very Ambitious project.

Frankly - I find his dev logs to be an honest commentary about some of the challenges he faces as he tries to create SG and WIAB, and I admire that honesty.

None of us are perfect but some of us Do strive to improve ourselves more than others, and Ocean willingly shares parts of this journey with his supporters.

I get that you have an issue with Ocean supporters who look to find the best in what Ocean is doing, versus finding the cup half empty.

But do you really think that this approach is better?

zzzGlum_Meme1.jpg

Just saying...

In the end - you do you.
 

Fun Shaundi

Member
Jun 24, 2021
437
2,498
My god you must be having a god awfully boring job to be even unable to imagine having the kind of creative job where you can switch between duties or projects when one gets stuck or difficult or just bores you too much.
I feel sorry for you.
No wonder that you think that all game devs are lying money grabbing scammers, being such a sad unhappy cynic as you seem to be.
As I understand it, it's like this:
A good chunk of devs start to feel burnout, tired, bored or simply run out of good ideas or inspiration with certain VN. This causes them to take looong ass breaks (cause they can't come up with good stories at the moment), or the quality of the VN declines (silly dialogue, plotholes, boring story, renders aren't as detailed, there's continuity errosr, etc.).

Now, being able to work in both VNs assures that if the dev gets bored or loses inspiration with VN "a", they can continue working on VN "b", so they actually never stop working. This works when the dev either works half of the time in "a" and then jumps to "b" before they get too tired of the first VN, or when they work nonstop on "a" until they get tired and repulsed by it, so they work on "b". For what it has been said before, it seems like Ocean works with the first scenario I described.

I know this kind of working practice might not work for everyone, but if it works for Ocean then good for them *shrugs*.
 

AlexFXR

Member
Sep 24, 2023
418
683
As I understand it, it's like this:
A good chunk of devs start to feel burnout, tired, bored or simply run out of good ideas or inspiration with certain VN. This causes them to take looong ass breaks (cause they can't come up with good stories at the moment), or the quality of the VN declines (silly dialogue, plotholes, boring story, renders aren't as detailed, there's continuity errosr, etc.).

Now, being able to work in both VNs assures that if the dev gets bored or loses inspiration with VN "a", they can continue working on VN "b", so they actually never stop working. This works when the dev either works half of the time in "a" and then jumps to "b" before they get too tired of the first VN, or when they work nonstop on "a" until they get tired and repulsed by it, so they work on "b". For what it has been said before, it seems like Ocean works with the first scenario I described.

I know this kind of working practice might not work for everyone, but if it works for Ocean then good for them *shrugs*.
Before you start working on the game, create a script. SG has it, but Wiab does not. If there is burnout, it only happens because of Wiab. Therefore, Ocean needs to focus on working on SG. When inspiration comes, Ocean will be able to finish the script for Wiab and finish the game.
 

yossa999

Engaged Member
Dec 5, 2020
2,503
16,739
Sigh, so much misinformation in one post, and resorting to insults.

Unreal is capable of much higher output than Daz. It can render simple images or use different methods, multipass rendering, Path Tracing amongst them. Path tracing has been long used in the movie industry for ultra realistic images.

The only advantage that Daz has is in its easy access to character models and morphing, skilled users however can use those assets within Unreal, in fact the Daz store now specifically states that the models are compatible with Unreal, Blender, Unity and others.

How do you think all the key art of such high quality are produced for games?







I could post hundreds of more examples of character renders and that's not to mention its ability to render cinematic animations far superior to Daz in a fraction of the time, then we have the environments which once again are far superior.

Daz is a program aimed at amateurs to give a gentle introduction into 3D rendering.

Skilled users will stick with Blender, Unreal, Maya, Cinema4d

If you are going to refute points in a post, make sure you know what you are talking about.

Maybe have a watch, you may learn something:
All this is so unusual and amazing. But there is something else that confuses me. I follow a dozen threads on my favorite games. And many other gaming thread that I visit from time to time. At some point, people always ask the developer what software tools and hardware they use.

And it's always the same answer. The vast majority choose DAZ as the main tool for creating the graphics part of the game (Blender as an additional tool that does not replace DAZ completely). Correct me if I'm wrong with this statement, but that's my observations. Hardware performance is always not enough, almost everyone writes that they are saving money for upgrades. Except maybe DPC, who wrote in his dev log that after he upgraded his hardware, he started wondering what to do with the extra GFX power. And judging by the fans' butts burning so brightly, they didn't exactly like what he came up with.

Only a couple of games out of the several hundred I've seen here use Unreal, and they're not AVNs, they're dynamic action games for adults.

Sure, most of the developers here would be considered amateurs by your high standards, but that's the situation in the AVN niche, most of them are made by talented individuals or teams of two, where one is a writer/programmer and the other is a 3d artist. All of those experienced guys you mentioned seem to be working for fat salaries at larger game studios.

So maybe there is a reason why they don't choose such powerful and advanced tools as you are promoting. They may not be able to afford to spend months developing each 3d model or an environment object, even if it produces great results as you have shown in the links you provided. Although for me they don’t look as impressive as Ocean’s pictures, but this is just a matter of preferences I guess. I’m an amateur 3d art observer, just like these AVN devs are amateur 3d artists, and I probably haven’t developed the right taste yet.

Therefore, they simply use free assets or buy them from those who do this professionally and customize them to suit their needs. Perhaps they are just sticking to their goals and their goal is not a perfect 3d model, but an AVN game which consists of graphics, plot, music, characters, storylines and more other things. And perhaps the ease of 3d modeling and rendering that their tools provide is the key factor that allows AVN developers to release updates to their games at least once a year, while working alone.

It's even more amazing is how these amateur devs, with the help of such an amateur tools, are able to create such artistic pictures that look much better than those made by skilled professionals.
 
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