Frankly, I don't mind that some of the renders are simple. I mean, you can't make each and every one of them a unique work of art. Just like in the movies there are simple shots with basic lighting - yes, often in dialogs where the camera jumps from a face closeup to a face closeup or medium closeups and not much else than a face is visible on the screen. Actors can just wear their everyday pants (
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) and sneakers instead of their costume and you may not need the full movie set, just the background and some basic lighting.
And then there are full and wide and extreme wide shots with the surrounding environment - this is where all the effort of all the people on the real movie set goes - the people who find places to shoot, people who set it up and decorate the set and the lighting team and the camera team who sets up the places and angles and depth and focus of the camera and everything else I haven't mentioned.
And the same goes for DAZ sets, with the only difference that everything gets done by one person - not necessarily, but at least in this case. Sure, the set is virtual and in most cases doesn't cost as much to find one and to set it up, but if you take it to the level Ocean has done already, then this is what you're dealing with. And multiple takes or in case of DAZ, multiple renders with different lighting and angles are likely being done, until the result is good enough.
I'm not saying that there are no other DAZ artists here on F95 who haven't done 3D CG art at a level this high, because there are, but only a few of them are involved in making game renders and pretty much none are making a game alone as a one man team.
If you guys have paid attention to Ocean's devlogs, then you likely noticed that he often mentions difficult scenes that take either a lot of time to set up or a lot of time to render. Now the rendering part got easier and faster, but not the setting up part.