Back to Work and Looking at Rendering Times
Added 2017-12-28 06:38:09 +0000 UTCHey everyone, I'm officially back on the clock now and already hard at work on LR2 again. As I type this I'm rendering all of the images associated with a new character pose: a more seductive looking standing posture. Once that rendering is done and everything is in the game I'll put up some preview images for patrons to take a look at; expect to see that in a day or two. I was able to find some time over the holidays to get some writing done too, so three out of the current eight sex positions have all of their descriptions written up. These will be expanded as development goes forward, but for now it's a little sexier than a placeholder tag.
Since I've got my computer working on rendering right now it seems like a good time to think about the total amount of render times I should be expecting across the project. I'm going to do my best to show my work here, feel free to skip to the tl;dr at the end if it doesn't interest you.
Lab Rats 2 character currently have 3 main body types and 10 breast sizes. For clothing items that don't interact with the breasts that means there will be 3 images produced per position - one for each body type. Hairstyles are even easier, they don't depend on body type at all so each hairstyle is a single image tinted different colours. Clothing that interacts with the torso of a character is by far the most resource intensive part because we generate an image for each breast and body type combination. That means 30 different images for each piece of torso clothing, per position I want that clothing rendered from. We'll assume that's our limiting factor for render time.
So lets throw some real numbers at this. I currently have 9 torso pieces (2 dresses, 4 bras, and 3 shirts), but I'm going to assume that number grows and we have 20 in the near future. That means I should expect something on the order of 600 different images to be produced per character position. A single image render takes about 5 minutes for a high res version or 30 seconds for a low res test version. That's 50 hours of render time per position for high res images, or 5 hours for low res ones.
There are two imaging positions right now, but I'll want at least 6 so there's variation in different sex positions (say, default standing, sexy standing, kneeling, lying down, doggy style, and against a wall). That brings our render time to 300 hours (12.5 days) for high res, or 30 for low res. If you want to add more outfits, positions, body styles, or breast sizes modify that time proportionally.
That's a decent chunk of time, but it's for rendering the entire library of images all at once. When one outfit or position is added at a time over a bunch of updates it's not bad at all. It's also a problem that can be solved by throwing more hardware at it - I could put together a relatively cheap computer and use it as a dedicated render box that runs 24/7 for a few hundred dollars. The actual images produced are small: the theoretical image library I described above would take up just under 200MB uncompressed, so game size shouldn't be an issue. This also really demonstrates why all my automation work was necessary to make this approach possible!
tl;dr: The rendering time for each new image position is on the order of tens of hours, and rendering the entire library of images for LR2 will take a total of two weeks of render time. Spread out over several updates, this amount of render time will be completely reasonable.
Comments
Hey Vren I'm a big fan of your games and another creator and what I found funny is that the other creator made a fanart of your oc mom using Daz. <a href="https://www.patreon.com/posts/game-that-harem-15846023">https://www.patreon.com/posts/game-that-harem-15846023</a>
2018-01-02 05:53:43 +0000 UTCAlright, thanks for answering my question and judging by your dedication I know you will be able to use it easily.
MyRealName
2017-12-31 08:50:42 +0000 UTCNot long, I picked it up for this project so everything I've done in it has been learned over the last two months. There's a lot of mechanical depth to it, so I'm certain there's more I can be optimizing and changing, but that kind of experience will come with time.
Vren
2017-12-31 03:37:36 +0000 UTCOut of curiosity how long have you worked with Daz?
MyRealName
2017-12-30 05:42:28 +0000 UTCI'm giving it some thought to see if it will be at all possible, but unfortunately I don't think it will be. One of the problems is getting the actual clothing models right, a lot of them don't include any morphs for different states of undress. That would mean a lot of time consuming manual work by me. The other is that these clothing items would need a second image set to go with them, so we would be doubling the render time of the game. Not completely impossible, but not a central goal right now.
Vren
2017-12-29 08:56:41 +0000 UTCI don't have any direct plans right now, but that seems like the kind of thing that would be easily in scope for the game.
Vren
2017-12-29 08:55:08 +0000 UTCIray rendering in Daz works well as long as you have the right gfx card and the time it takes is based on how many objects you have in a scene the more you have the longer the render time. I don't recommend anything lower then a GTX 1060 6GB card and that's if you are rendering in 1280x720 . 1920x1080 or 1440p need a GTX 1070 4K a 1080ti
gamersglory
2017-12-29 06:38:34 +0000 UTCIn LR1 you did a lot of interesting art where clothing was still worn, but pushed aside for sex scenes (bras pulled up, panties shifted aside, etc). Will that be an option in LR2? Instead of simply removing some sexy underwear, you can pull it aside or partially removed? Panties around the knees is a pretty sexy look :)
Dubsington
2017-12-28 20:09:02 +0000 UTCAny chance we’ll get to run into the girls we corrupted in the first game? Maybe they are living as pet girls or some other type of house slaves that take care of your needs?
2017-12-28 16:50:29 +0000 UTCYeah. I like this idea. Either horny, ignored housewife that remains faithful despite the fact that her husband is too busy for her or the rich trophy wife that is a real bitch and only has sex with other rich or powerful people.
moviebuff3000
2017-12-28 15:27:17 +0000 UTCJust as a small (perverted idea) it might be an interesting idea to have some of the women you fuck married. I'm sure you'll introduce some NTR options like the last game, but it's more fun to be stealing the girls >:) send the husbands vids and pics O:) just a suggestion, could lead to some interesting scenes
lostraven
2017-12-28 14:36:32 +0000 UTCThe low res images are mainly used by me to make sure a piece of clothing comes out the way I expect, i.e. no unfortunate clipping issues with any of the body types. Once I'm happy with that I can turn out a full detail version of it. As for the hair: right now they're all imaged as grey then pulled into Gimp and colourized to various hues, saturations, and contrasts. This is one of the things I want to automate a little further, there are a few too many manual steps to getting new hairstyles working for my liking. I think I can do something similar in Renpy directly and have it tint images when they're displayed. I might use that to produce multiple colours of the same base clothing item, but I'll need some time to experiment with it.
Vren
2017-12-28 09:06:06 +0000 UTCNice seeing a pro at work! Happy hollidays, btw.
srksrksrk
2017-12-28 09:01:55 +0000 UTCYou were mentioning low res renders. Is that something you're gonna do additionally to have a lighter version of the game or are you gonna mix and match and take lower res images for less important, less flashy stuff or are you just using it as an example? BTW I'm very much interested in the technical stuff, so keep those posts coming. For example when you mentioned tinted hair colors I thought if there maybe was a way to use some renpy magic to tint images, only using a single base image. Of course that would be too much hassle to code for little gain but I think it's interesting if it's possible.
Viv
2017-12-28 08:42:48 +0000 UTCI just realized I have no idea how rendering works, but Vren said computer words at me so I'm happy!
Cody Renton
2017-12-28 07:28:35 +0000 UTCIt's actually the same resolution, but the renderer spends less time trying to get the correct value for each pixel. At a very basic level what Daz Studio is doing is shooting a bunch of rays out from the camera and seeing what they hit. The longer the renderer runs the more rays it can shoot and the more accurate the image.
Vren
2017-12-28 07:26:51 +0000 UTCNot to say anything about high vs low res renders, I'm just curious - if the high res renders take ten times as long, is it ten times the resolution?
Cody Renton
2017-12-28 06:40:46 +0000 UTC