Forced Sexual Scene

  • All good no problem, keep going with the story

    Votes: 2,338 70.7%
  • No, players should be allowed to skip sexual scenes (might cause to skip few details in the plot)

    Votes: 288 8.7%
  • Don't mind but would be happier if I had the option to skip

    Votes: 679 20.5%

  • Total voters
    3,305
  • Poll closed .

Seanthiar

Active Member
Jun 18, 2020
555
736
UndercoverLover

sorry that is not correct, polygons does count especially with something like the iray rendering in DAZ. It's a raytracing rendering and that means it calculates how the light is reflected from every single polygon and that takes more time and memory if there are more polygons and if your GPU does not have raytracing support it will take more time than with a card with raytracing support - just remember the most common GPU owned is a GTX 1060 not a RTX 2070 and few have a powerful second system to render. They are happy to have one system. Sure you can use a faster render than Iray in DAZ, like openGL, 3ddelight or fibermesh but that goes at the expense of quality. And Octane is a faster high quality render, but you need realy a long time until that runs like you want it to even when the render time and the results could be superior - but as I said in my other post. Materials are not always compatible between the engines. That is why you'll get most of the DAZ items in an Iray and a 3dDelight version and Octane and fibremesh need their own materials.
And your general description of "a render takes...." is in the core wrong, because there is no "the render". For example I had a simple portrait with no background, for a character design. I just changed the hair and the render did only finish 4% of the image it did take with other hair for the full render. And changing the resolution changes the time, too. I do test renders in 720p , but final render in 4k or 8k and that makes a difference. And you can push the quality and other parameters like the iterations for the render that all take time.

And if you read everything you must have seen that I wrote that designing and rendering a scene can go both ways - fast or taking a long time. I think you should look at the thread "DAZ3d Art - Show us your DAZ skill" - many comment their render how long it took to make and many took a day and many don't. I think Mr.Vargas said in that thread that he have a 3090 and a 3080 and a simple portrait he makes takes about 30min in 4K and that is why I think your 2-3 minutes with a 2070 are really wrong. A high quality render will always take time. Same with animations.

Ok I did say nothing about writing the story and programming everything. That is because for me that is the first thing you do before you start creating and rendering scenes. I don't mean creating characters, putting them in simple portraits. That goes parallel with writing a story, because you have a picture of a person in your mind when you are writing. For me it makes no sense to start programming or rendering without knowing the story. It's like filming without a scripted screenplay and I think that is what will get you an abonded game, because the person got some ideas for a start and some scenes but no idea how to get the started story to a climax, to an end.
 

DamagedCoda

Member
Donor
Game Developer
Sep 24, 2018
203
3,514
Hey everyone,
I'm looking for a scriptwriter. If you're interested please message me.
Please do attach a sample of your work with the mail.
Thanks
 
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Pogo123

Engaged Member
Mar 25, 2019
3,417
4,611
uhhh loved the janitor stuff! more pls even more intersting than dave or hugo. (btw she mentions hugo as "fat" but this guy isn't fat just a bit chubby lol) nice update with new hot story paths for all those who don't need that much immature boy content
 
Sep 2, 2020
229
376
UndercoverLover

sorry that is not correct, polygons does count especially with something like the iray rendering in DAZ. It's a raytracing rendering and that means it calculates how the light is reflected from every single polygon and that takes more time and memory if there are more polygons and if your GPU does not have raytracing support it will take more time than with a card with raytracing support - just remember the most common GPU owned is a GTX 1060 not a RTX 2070 and few have a powerful second system to render. They are happy to have one system. Sure you can use a faster render than Iray in DAZ, like openGL, 3ddelight or fibermesh but that goes at the expense of quality. And Octane is a faster high quality render, but you need realy a long time until that runs like you want it to even when the render time and the results could be superior - but as I said in my other post. Materials are not always compatible between the engines. That is why you'll get most of the DAZ items in an Iray and a 3dDelight version and Octane and fibremesh need their own materials.
And your general description of "a render takes...." is in the core wrong, because there is no "the render". For example I had a simple portrait with no background, for a character design. I just changed the hair and the render did only finish 4% of the image it did take with other hair for the full render. And changing the resolution changes the time, too. I do test renders in 720p , but final render in 4k or 8k and that makes a difference. And you can push the quality and other parameters like the iterations for the render that all take time.

And if you read everything you must have seen that I wrote that designing and rendering a scene can go both ways - fast or taking a long time. I think you should look at the thread "DAZ3d Art - Show us your DAZ skill" - many comment their render how long it took to make and many took a day and many don't. I think Mr.Vargas said in that thread that he have a 3090 and a 3080 and a simple portrait he makes takes about 30min in 4K and that is why I think your 2-3 minutes with a 2070 are really wrong. A high quality render will always take time. Same with animations.

Ok I did say nothing about writing the story and programming everything. That is because for me that is the first thing you do before you start creating and rendering scenes. I don't mean creating characters, putting them in simple portraits. That goes parallel with writing a story, because you have a picture of a person in your mind when you are writing. For me it makes no sense to start programming or rendering without knowing the story. It's like filming without a scripted screenplay and I think that is what will get you an abonded game, because the person got some ideas for a start and some scenes but no idea how to get the started story to a climax, to an end.
O boy .. that sounds like a lot of second hand experience to me

Your post main point was trying to explain why its normal that updates to a game can take so and so long

you cant just ignore the fact that no dev would be able to produce anything if ONE Render would take a day to make. That would make 30 renders a month and not 300 - 400 that most even expect for the slaves they try to hire..
have a look at the job section if you dont believe me....
That is kinda doable if you make like 2 base scenes per day and the rest of them are acountable for small changes like pose and facial expression and stuff..

you can also render scenes via batch jobs at night so you would set these up at daytime and let them render out at night.


Also i own a 2070 and an old gtx960 so i know how long it takes to render stuff and if you have read carefully you would have noticed that i was talking about denoiserr and upscaler which implies not rendering at 4 natively and not using the max 50k rays and hundreds of lights bounces when they arent needed.



Throwing diffrent render engine into the mix isnt helping you case imo..
noone would use octance for rendering a porn game so why even mentioning it.

FiberMesh® is a specialized mesh generation tool. Unlike the Fiber material, FiberMesh is not a render process. Instead, FiberMesh creates real geometry on

thats from google.. so why throwing that into a mix with renderers???

Your take on polycount is stilll wrong .. its texture sizes that are the biggest factor in memory consumption

And regarding story .... of course that is to take into acount as most devs here dont have a finished story in all details when going from update to update.... otherwise they wouldn even be able to do polls of what the next update should contain...

A god dev may have an beginning and an end but i kinda doubt that this is the case in a lot of projects which is very visible in the horrible amount of projects that are abbanded or get countless remakes and so on and on... some may dont even wanna find an ending as that would then force them to start a new project which in turn is more work then updating one due to creating new characters and backstories and scenes and so on.


And dont get me wrong im not trying to say updates for this or any other game should be faster done i was just pointing out that your explanation for long update times is imho mostly wrong and or pointless.


ps:
regarding mesh sizes and things like fibermesh and subsurf modifiers or high res models ... those are baked into maps before u use them so u dont have a quadrillion bazoillion tris when composing scenes.

Also a lot of daz pinup render guys are just lazy and dont bother with getting fast results due to them only doing some pinups and they dont care about time.
So yeah you can take 24 for one render if you like but noone in their right mind would do this when trying to produce a game with thousands of renders.

And regarding the import of daz assets in other render engine your only half right as it would take some time to import a character but to import a daz character into blender takes very little time as you basicly only have to assign the image textures to the standard pbr shader .. i did that by the way so dont tell me diffrent. The only thing i needed some time to figure out the first time was the eyes opacity..

And you only have to do this one time so if all assets were imported youre good to go ... Its still overhead if you dont have any special reason to as in wanna use eevee for ulra fast realtime rendering with keeping in mind your whole project has to be in that style then or as in only sculpting the base mesh somewhat an then you dont have to bother with materials anyway.. or doing better animation ... as i found blender nicer for animations than daz even tho daz claims to be made for that purpose....

And last but not least ... humans lie ... about how long it did take them or how much effort they put into their work.. even tho i found this unecessary... but people do due to too many idiots complaining about update times and the majority of consumers having no idea of how long it takes are whats behind these images or games.
 
Last edited:

Seanthiar

Active Member
Jun 18, 2020
555
736
The game crashes when the heroine comes to the bus stop. Is it the same for everyone?
How about to give the error message ? - When renpy crashes you get an error windows with the error message. And that is needed to solve the error.

UndercoverLover sorry about the fibremesh mix-up - I meant the Filament engine in DAZ - I deleted that engine in DAZ because I saw no sense in it and somehow the name for the engine mixed up in my head with fibremesh.... . BTW I don't talked about importing to other programs, never used it - I talked about the engines available for DAZ. I don't know if you ever used the real or the octane addon to render but that what you get is without using engine compatible materials a complete different result and sadly not better results than with iray. In my tests octane even messed with positioning of items or poses in a render. For Octane to work like you want you need much time to define the correct octane material used in the render for the material you have in DAZ. There is an import function for iray to octane, but that did not work well for me by default and an imported iray material does not look like usual and sometimes doesn't fit anymore in your render.

BUt we should stop here - no hijacking this thread please. THx.
 

Deckmaster

Active Member
Jul 30, 2017
737
585
File "game/script.rpy", line 7255, in <module>
NameError: name 'fred' is not defined

File "game/script.rpy", line 7602, in <module>
NameError: name 'theo_office_hj_jerk' is not defined

I'm guessing 'fred' should be 'Fred'

and for theo_office_hj_jerk you can use unrenbat press Shift O and enter

$theo_office_hj_jerk = True or False
where True it happened and False it didn't occur.
 
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PietruccioTheHilander

Forum Fanatic
Jul 17, 2019
5,439
13,007
File "game/script.rpy", line 7255, in <module>
NameError: name 'fred' is not defined

File "game/script.rpy", line 7602, in <module>
NameError: name 'theo_office_hj_jerk' is not defined

I'm guessing 'fred' should be 'Fred'

and for theo_office_hj_jerk you can use unrenbat press Shift O and enter

$theo_office_hj_jerk = True or False
where True it happened and False it didn't occur.
starting from the beginning, I did not find any errors
pressing the ctrl key takes a short time to get to the new content
 

Deckmaster

Active Member
Jul 30, 2017
737
585
starting from the beginning, I did not find any errors
pressing the ctrl key takes a short time to get to the new content
As you make certain choices along the way and use different saves that won't work. Just as needing to start over again and again will be a put off for not only me but other gamers as well. By getting the exception errors out we can at least use old saves.
 

Seanthiar

Active Member
Jun 18, 2020
555
736
File "game/script.rpy", line 7255, in <module>
NameError: name 'fred' is not defined

File "game/script.rpy", line 7602, in <module>
NameError: name 'theo_office_hj_jerk' is not defined

I'm guessing 'fred' should be 'Fred'

and for theo_office_hj_jerk you can use unrenbat press Shift O and enter

$theo_office_hj_jerk = True or False
where True it happened and False it didn't occur.
old saves are not compatible as far as I know - just start a new game, choose 2nd chapter and answer a few questions and you' ll be in minutes at your old save point.
 
Sep 2, 2020
229
376
I got finally around to go through the vn ... i cheated a bit and read the second half only in speed mode.
The text is in need of a bit of proofreading here and there

Main Model has some nice curves and the whole cast is kinda fresh and not overused as in other games. Sama can not be said about the sets but ok its a porn game noone is interested in the background anyway...
Renders are great and animations vary in quality but seem custom and there are some nice moves here and there.


The corruption path right now isnt really a path as she is more or less completly corrupted from the start when she starts sleeping with her boss for the job imo. You cant corrupt which is not pure to begin with.

And i dont really mind it going fast i think its just a bit silly to call it corruption if shes basicly getting a facial and vaginal in the first scene with the boss... but then she is kinda tease with the other guys

Although i hate it when things are teased to death i think the story would make more sense if it started with the boyfriend and a boyfriend sex scene if one would like to have an early sex scene and then some scenes that show the situation at work.
Maybe let even be the other girl being first getting naughty or being a tease with the boss.




I find counting points in vns kinda bad anyway as they make you overconcisous and take from the overall experience and fun.

I would much prefer if there would be only choices regarding do you wanna fuck or not as most games fuck these point counting up so one does need an walkthrough in the end to see everything or get the desired end. I also hate the idea of not being able to sleep with some char later on if i wanted if i wasent on the right corruption level or something due to one diffrent decision.

A more preferable vn gameplay model is used in desert stalker where the base is a vn with choices and outcomes but also with some events that you can do more than one time or redo as much as you want so to speak.



This is kinda a review but as this vn is very new i dont find it fair to give it now a review and then later maybe not correct it if the vn changes. therefor i decided to give my thoughts here for now.
 

SSBBSNAKE

Active Member
Jul 27, 2017
718
1,602
The game delivers a good update, but it has too much bugs, while i was playing the game was reversing like if was scrooling back and in some cases i got the error screen...
 
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4.00 star(s) 103 Votes