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

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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.
 

Penfold Mole

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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 ( :LOL: ) 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.
 
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sorco2003

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No eye blinking animations for static renders. Laaaaaaame.
Frankly, this shit scares me more than it helps create the immersion.
I gave you my like in an opinion, but you had to make a stab in the back!
How are you going to say that about the blinking?
it's such a nice detail and relatively so easy to do that it deserves praise for whoever was the first to use it. :cautious:
 
4.00 star(s) 237 Votes