VN Ren'Py Where It All Began [S1 Ch.4 Fix 1 Steam] [Oceanlab]

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Lorenz1

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So... anyone good with numbers to figure out how those extra renders convert into development time?
 

slackster

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So if Ocean was doing on average 30 renders/day on the old workstation as mentioned in the devlog he should already be at well over 11k renders for both games already
 
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NebulousShooter

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i mean theres a massive render quality difference, no shit hes slower
View attachment Scrubs - ...Dr. Murphy? | Best thing to answer...in every situation.mp4

















Ocean is the better artist, no doubt, but in actual render quality the gap isn't as big as people like to pretend, since hardware does most of the heavy lifting, the better the hardware the more HD options you can turn on in DAZ/Blender.

Times are catching up to Ocean, more and more devs are coming up new games with graphics close to his level, or imo better(Summer Heat, Beach Glass etc)
 
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hahequ

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View attachment 4556451

















Ocean is the better artist, no doubt, but in actual render quality the gap isn't as big as people like to pretend, since hardware does most of the heavy lifting, the better the hardware the more HD options you can turn on in DAZ/Blender.

Times are catching up to Ocean, more and more devs are coming up new games with graphics close to his level, or imo better(Summer Heat, Beach Glass etc)
yesnt, you can obviously get on the same lvl just by upgrading hardware and being able to render stuff in 4k and higher but there is still things like angles/perspective/colors/lighting which play a huge role to create a very cinematic feel/image
and artists that can get all those things right are very rare
 

Maviarab

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yesnt, you can obviously get on the same lvl just by upgrading hardware and being able to render stuff in 4k and higher but there is still things like angles/perspective/colors/lighting which play a huge role to create a very cinematic feel/image
and artists that can get all those things right are very rare
This. While there are a lot now doing good renders, when it comes to mood and lighting, Ocean is still cinematically miles ahead of anyone.

He's the Christopher Doyle of AVN's at the moment.
 
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This. While there are a lot now doing good renders, when it comes to mood and lighting, Ocean is still cinematically miles ahead of anyone.

He's the Christopher Doyle of AVN's at the moment.
Exactly. Ocean's cinematic approach is what's keeping him unique. While others try to emulate real life pov into their scenes, ocean emulates body language and cinematic lighting in his renders to tell his stories. Many have tried to do it but they end up being too expressive and Anime-esque. Ocean knows his shit ngl.
 

RNasc4444

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This. While there are a lot now doing good renders, when it comes to mood and lighting, Ocean is still cinematically miles ahead of anyone.

He's the Christopher Doyle of AVN's at the moment.
I don't have the knowledge or experience to state otherwise because my collection of games played is tiny compared to most of you guys's but still I'm hesitant to take you at your word. I don't doubt Ocean is near the top but "miles ahead of anyone else" is hard to believe.

Just looking at Enyo Eerie's game, for example, that was abandoned over 2 years ago and was at at insane level of quality at the time. I can only imagine where he'd be right now if the development had continued. There must be plenty of similar examples of devs who are incredibly skilled, technically speaking. Is there really no one that stands at Ocean's level?
 

yossa999

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I don't have the knowledge or experience to state otherwise because my collection of games played is tiny compared to most of you guys's but still I'm hesitant to take you at your word. I don't doubt Ocean is near the top but "miles ahead of anyone else" is hard to believe.

Just looking at Enyo Eerie's game, for example, that was abandoned over 2 years ago and was at at insane level of quality at the time. I can only imagine where he'd be right now if the development had continued. There must be plenty of similar examples of devs who are incredibly skilled, technically speaking. Is there really no one that stands at Ocean's level?
This really stands at offtopic, which moderators will delete if you continue it in the on-topic game thread. But in a nutshell, there are already a noticable number of developers who make individual renders no worse, at least in my amateurish opinion. But all together - composition, cinematics, details, music - no, I don't know who is better.
EDIT: Okay, maybe I know a guy or two whose work I would consider on par without any reservations. :KEK:
 
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El_Magnifico

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yesnt, you can obviously get on the same lvl just by upgrading hardware and being able to render stuff in 4k and higher but there is still things like angles/perspective/colors/lighting which play a huge role to create a very cinematic feel/image
and artists that can get all those things right are very rare
A lot of Ocean's renders are on the contrary some of the simplest stuff to produce in DAZ. Single character headshots with heavy depth of field takes like 2 minutes to setup, especially considering Ocean uses so much depth of field his backgrounds often become lost and meaningless bokeh delivery systems. A third of his renders are close up, he doesn't even need to make complex poses with his models. Ocean's characters never blink in dialogue while many other games have characters faces move around and blink as they speak. His games are very static.

His lightning are impressive but the way he works with his environments is very poor. The environments in the collegue game you can't mention are almost a character in of themselves, as you spend so much time interacting with it throughout the story, so they cannot be simply relegated to just being a strong depth of field blur as we're constantly moving through these places in the form of mini and full on free roam events. The complexity between the two games from a production perspective is not even remotely close.
 

NebulousShooter

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A lot of Ocean's renders are on the contrary some of the simplest stuff to produce in DAZ. Single character headshots with heavy depth of field takes like 2 minutes to setup, especially considering Ocean uses so much depth of field his backgrounds often become lost and meaningless bokeh delivery systems. A third of his renders are close up, he doesn't even need to make complex poses with his models. Ocean's characters never blink in dialogue while many other games have characters faces move around and blink as they speak. His games are very static.

His lightning are impressive but the way he works with his environments is very poor. The environments in the collegue game you can't mention are almost a character in of themselves, as you spend so much time interacting with it throughout the story, so they cannot be simply relegated to just being a strong depth of field blur as we're constantly moving through these places in the form of mini and full on free roam events. The complexity between the two games from a production perspective is not even remotely close.
But, but, but the dutch angles. :Kappa:
 

yossa999

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If going to try and make a point...then try and actually make a point ;)
No eye blinking animations for static renders. Laaaaaaame.
Frankly, this shit scares me more than it helps create the immersion.
 
4.00 star(s) 236 Votes