Monster Hunter on PC.

Friggin’ took them long enough! 😛

So, my experience with Monster Hunter is fairly long, and… very rocky. 😛 There are a fair few posts in here detailing my frustration with the series, actually (this one’s okay, but plz don’t look at the other posts, some of them are so pathetically whiny and often very wrong 😛 ). I “get” the game, the idea really works for me, so I should enjoy it… right? But nope. With the exception of Monster Hunter 4 which resolved a few killer issues I had with previous games, I’ve hated every Monster Hunter game I’ve played. After playing the game, hell, even with MH4, I always come out of the other end of it thinking “for fuck’s sake, why the hell (insert complaint here)”. Let me throw out a few examples…

1: “For fuck’s sake, why the hell did they make these monsters so goddamn cheap?”

Most of my negative memories come from Monster Hunter games on the PSP, specifically Monster Hunter Freedom: Unite (MHFU). The “difficulty” of MHFU was just painful. Notice the quotes, indicating sarcasm. 😛 Personally, I prefer difficult games. I find them more fun, they give a better sense of accomplishment, and they generally feel much better to play. However, there’s a fine line between “difficult” and “cheap”, and when that line is crossed, I get a burning desire to dump a tanker of wallpaper paste into the studio of the developers responsible. 😛 I remember two monsters in MHFU that crossed that line so blatantly that it blew my mind that they actually got away with it, to the point where I actually still can’t believe it was for real. For example, Kushala Daora, a dragon that can generate a wind shield, was effectively broken. The wind shield instantly interrupts anything you do when you get close, so you basically can’t land any hits, and the thing you need to break to remove the shield is protected by the shield. Allegedly, the shield could be disabled temporarily by poisoning the monster, but… you can’t even try to inflict poison because of the shield, meaning that the only option is to use a bow/bowgun… which is next to impossible solo, because Kushala Daora is one of the fastest Large Monsters in the game. Another monster, Plesioth, a giant fish thing, spent the vast majority of its time in the water (effectively making it invincible), the items you can use to get it out of the water are very limited and sometimes don’t work, and the bottom line was that it took so long to beat it that I ran out of time. What was the time limit? Oh, just an hour. -.-

This catastrophically cheap bullshit never appeared in Monster Hunter 4. I never felt angry at the difficulty, and never felt like I was struggling. In fact, at times, it actually felt a bit too easy. Although that might have been because of my main weapon, a weapon new to MH4 called the Insect Glaive. It feels so overpowered that it’s actually a bit embarrassing to admit that I use it. 😛

2: “For fuck’s sake, why the hell is the collision detection so god-awful?”

Seriously, MHFU, and all other MH games on PSP, had some of the worst collision detection I’ve ever seen. 😛 Plesioth was one of the main culprits here too, and the one that sticks in my mind the most. When doing its tail swipe attack, the tail is so high up that it just never looks like it hits you, but oh, of course it hits you. Rolling underneath it is impossible because the game considers its tail as a huge box which extends all the way to the ground. And don’t get me started on its body check attack.

Again, I never felt like I experienced this in Monster Hunter 4. When things clearly didn’t hit me… they didn’t hit me. 😛 Plesioth wasn’t really in Monster Hunter 4, though. He was relegated to a fish you catch in a mini-game. 😛

3: “For fuck’s sake, why the hell did they put it on this stupid console?”

Seriously, Capcom must do this on purpose.

The last time Monster Hunter was on a console that made sense was at the very beginning. The original Monster Hunter, and Monster Hunter 2 (Japan only) were on PS2, which is a perfectly reasonable choice of console. However, from then on, Capcom just stopped making sense entirely.

They began releasing Monster Hunter on PSP, which, aside from the DS, was the worst possible console for this game. It had less power than a PS2 so the graphics and framerate were worse, the screen was tiny, and the controls… holy crap. The PSP only had one tiny analog stick for God’s sake. There was no right analog stick, so you had to rotate the camera using the D-Pad above the stick. You had to develop a stupid technique which (quite affectionately) became known as The Claw, where you bend your index finger in such a way where you could move the character and the camera simultaneously. I can’t actually fathom why they put it on the PSP, and then continued to do so for years afterwards.

Well, they continued to do so until Monster Hunter 3. But instead of staying loyal to Sony and putting it on the $599 US dollar PS3, they decided to change allegiance to Nintendo and dumped it on the Wii, completely ignoring the clearly successful Xbox 360. WHY did they put it on the Wii, a console with vastly below-average power and driven by a stupid controller with only one analog stick?! ARGH! And then, for Monster Hunter 4 and Generations, they continued to ignore those tasty, popular, powerful home consoles, instead choosing to release it for the 3DS! Yes it was somewhat popular and somewhat tasty, but it wasn’t powerful! I mean, it was probably good for them that they didn’t release it on the Vita since that thing tanked harder than anything I’ve ever seen, but come on, why did you choose the 3DS over every other option? They must have been targeting the weaker consoles on purpose.

I mean, this goes without saying, but the true stars of Monster Hunter are, of course, the monsters. They can be awesome, beautiful, creepy, weird, or even stupid, but I love pretty much all of them, and they often contribute towards Monster Hunter’s weird sense of humour, like Yian Kut-Ku’s run that makes him look like a chicken, Tigrex’s ice breath which can turn you into a snowman, or Congalala’s attack where he literally throws shit at you. 😛 But I’ve never really been able to see the monsters in all their glory, because Capcom keep choosing the weakest possible console to release their games on! I’m pretty sure they did this so that they could keep re-using assets over and over again. Like, I swear, Rathalos uses exactly the same textures in Monster Hunter 4 as he does in the original Monster Hunter.

This has been my biggest gripe with the series all this time. Why can’t they just release it on a console that makes sense for once?! I JUST WANNA SEE PRETTY MONSTERS AND CONTROL THE CAMERA WITH MY RIGHT HAND!!! IS THAT SO MUCH TO ASK?! 😛

So… when they announced Monster Hunter: World for PS4 and Xbox One… I was both extremely irritated and very excited at the same time. Excited because the series had finally made it back to consoles that made sense… annoyed because they were stupid consoles that I didn’t want to buy for just one friggin’ game. But then they announced a PC version, and you can probably imagine how high I jumped for joy. 😛

And today? Finally… finally, Monster Hunter has made it to the console of the Master Race: the PC. 😀

Have I played it? No… not yet. 😛 I was planning to jump on it as soon as I got home, but I was so tired when I got in from work that I didn’t feel like it was a good idea. But hey, no worries. I’ve got all day to play it tomorrow, because I’ve booked tomorrow off. 😛 Hehe, that’s the first time I’ve booked a day off work to play a game. It’s also the first time I’ve pre-ordered a game in a very long time. So yeah… I’m a bit hyped for it, which doesn’t happen often with me, so it’s quite a special moment. 😀

Ahh, yeah! I got so into ranting and blabbing all that crap that I forgot the other half of the reason for this post. I made a little render to celebrate Monster Hunter: World’s PC release. 😀

This render was probably the reason why I felt so tired today. 😛 I stayed up way too late, trying to get the render to a point where I was happy to share something. I wasn’t sure if I’d have anything at all when I first started, but it ended up going surprisingly well!

Anyway, it’s still a work in progress, but here, check out this monster hunter:

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He’s not a monster hunter, but he is a monster hunter. Because he’s a monster, and he’s a hunter, but not hunting monsters, he’s just hunting? And Monster Hunter was released today? Yeah?! Get it?! YA GET IT?! HEH 😛

Man, this one… seriously, I’m so happy with how this came out, even if it is unfinished. 😀 It’s probably the most mature-looking render I’ve made, but because of the underlying pun, it’s still got that hint of humour that I like to portray. 😀 It’s a bit unusual for me too, because it’s not very often I render a dragon standing on their hind legs like this. I prefer to put dragons in a more bestial or feral pose. Sure, the black dragon in Ghost Stories is on his hind legs, but he’s doing it for dramatic effect, whereas this dragon looks like he naturally walks on his hind legs. I should try this a bit more often, because I love how it came out! 🙂

Jesus, listen to this pleb trying to sound like an artist. 😛

Anyway, even though it’s just a work in progress, I hope it pleases your eyes! 😀 I’ll probably be back tomorrow to update this post with my thoughts about Monster Hunter: World after I’ve actually played it. 😛 And of course, I’ll be back with the final version of that render, too, along with some bigger versions that you can stick on your desktop! If you want. 😛

Right, I’m pretty hungry right now, so I’d better go cook some Well-Done Steak*. Cue the music!

(*i lie, i have no steak 😦 )

UPDATE!!
Monster Hunter: World follow-up

So, I’ve been playing Monster Hunter: World for 3 days now. Apparently there’ve been loads of complaints in the Steam reviews about not being able to play online or something. And that’s quite funny, because the first complaint I had with the game was that it doesn’t give you a “play offline” option. 😛 Sure, I’d like to play multiplayer, I’ve never really done it before and it’s probably even more fun. But I don’t want to risk going into a game and getting carried by someone with overpowered equipment. That’s not fun. Besides, I just can’t bring myself to play co-op with random people. Not sure why.

Anyway, whatever, who cares, because the game is glorious from the moment it starts. It has an introduction that wipes the floor with every other game in the series. Also, like Monster Hunter 4, there’s a story, thank fuck, because MH4’s story, regardless of how balls it was, was a huge driving force for me, and made the game more enjoyable. No, so far, World’s story isn’t much better. Come on, it’s a game about hitting giant monsters with sticks and bagpipes, there isn’t much you can do with that. 😛 However, World’s story is told much better. Because Capcom have added something that is so state-of-the-art it actually blew my mind. Voice acting. I mean WHOOOOAOAHAHHAHAAH voice acting in 2018?! NO, surely not! 😛 But yes, finally they bothered with voice acting so that you can hear the characters, rather than having to read them all the time. 😛 Of course, not everything has voice acting. Just cutscenes, tutorials, and other important bits of the game.

Oh, speaking of tutorials, World kicks the living arse out of every other game in the series on that front, too. The game doesn’t freeze solid and perform information overload on you now; it’s much friendlier than that. Like, in MH4, when doing weapons training, you were dumped in a room, forced to read a ton of text about your weapon and how it worked (which couldn’t be viewed again without exiting and restarting the training), before finally being given control so you could try remembering and doing everything the guy just said. In World, you get a brief voiced description about the weapon you choose, before being given a bunch of on-screen controls and useful combos to try. When you’re done with trying one weapon, you can pick a different weapon from the box and try that without having to reload the mission. It’s a shame you don’t get a live target to practice on, though, you just get some boxes and shit. 😛 I found it really useful in MH4, because it’s how I discovered just how overpowered the Insect Glaive was (on my first try with it, I took out a Great Jaggi in half the time it took me to take it down with a Long Sword, a less complex weapon that I already knew how to use).

Thankfully, as far as I’m aware, it isn’t overpowered in World. Hard to tell, though, because I haven’t done a proper test of all the weapons yet. The weapon set consists of the same 14 weapons from MH4, nothing new. Some weapons appear to have new moves or tweaked move sets, though.

As for the controls, well. When I finished my first proper hunt, I just sat there, staring at the game with a smug “I told you so” grin on my face. That was the first time in the whole history of Monster Hunter where I’ve been able to move the camera smoothly and freely, and it’s a ridiculously huge improvement. And there’s more, too, because they’ve added… a lock-on camera, called the Focus Camera. And this seems to be Capcom proving that the lock-on camera is a stupid idea, because it is. I tried to like it, but it just ended up annoying me, because I found it really hard to hit the part of the monster I was trying to aim for. But don’t worry, because they’ve also added the option to use the Target Camera from MH4, where you can press LB to make the camera face the monster. They also added an option so you can use these cameras on all monsters, not just Large Monsters, but laugh my arse off NO. Just no. 😛

Difficulty? Yep, there’s some difficulty here, but I don’t think it’s horrific. I reckon the perceived difficulty is totally dependent on experience, both with Monster Hunter and with games in general, but personally, I’d say it starts off fairly mild and slowly gets harder. Overall it’s challenging, sometimes difficult. I haven’t fainted yet, but I’ve had some close calls. That just makes things exciting, though! 😛 Fainting isn’t really a huge deal in World, anyway. Since gathering is so much faster and easier, and since they added a feature where you can set certain items to auto-craft, it’s easy to restock critical items like Mega Potions, so you don’t really need to worry about wasting money on them. Also, unlike previous games, you have all the information you could ever reasonably need about monsters in the game itself, like weak points, elemental weaknesses, drops, and even vague drop rates. And the Palico (a Felyne sidekick who helps you in battle) is very helpful this time around. Right off the bat, he has a skill which can restore a sizeable chunk of your health, and he uses it intelligently. This has genuinely saved my ass at least twice, so he’s probably a gigantic help for new players. But if you do struggle, again, unlike previous games on the dumb consoles, co-op is actually a feasible option this time around. 😛

What else… oh, yeah, graphics. Well, uh… when I first saw my Palico in a cutscene I was like “OMG :3”:

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Then when I encountered my first Jagras I was like “SO PRETTY :O”:

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Then when Anjanath first officially said “hello” I was like “SO AWESOME :O”:

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Then when I got to see the legendary Rathalos finally in high-resolution glory before he proceeded to kick the shit out of an Anjanath he didn’t like, I was like “SO EPIC :O”:

vlcsnap-2018-08-13-20h16m53s315.png

Then when he kicked most of the shit out of me afterwards I was like “💩, uncool bro, that nearly killed me, but I forgive you because OMG YOU’RE SO BEAUTIFUL :O”:

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The graphics you see there are “max graphics where it matters”. 😛 By that, I mean I’m using the top LOD models, no resolution scaling and full texture quality, but everything else is knocked down to compensate. Because realistically, I can’t run this at truly max graphics. Not sure why people are going “WAAAAH IT NEEDS SO MUCH CPU POWER” because it just… doesn’t. It uses less than half of what Forza Horizon 3 does, and I know that game canes a recent-generation i5, because a friend of mine played it and always complained about the CPU usage (rightfully so). GPU power, though, well, ha haaaa… you’re gonna need that. And you’ll need to get that power from just one GPU, because World joins the ever-increasing (and annoying) list of games that don’t support SLI. -.- I run two GTX 970s (so, just one), and with my settings, I get about 40-45FPS average at 2K (2560×1440). I’m not locked by GPU memory. Here’re my settings, along with NVIDIA’s hilarously stupid “optimal” settings:

NVIDIA GeForce Experience_2018-08-13_20-34-34.png

I’ve since turned off anti-aliasing since Temporal Anti-Aliasing costs 4 FPS for something I probably won’t notice. But the gains for dropping any of the other settings are so low that there’s no point. I mean, subsurface scattering sounds pretty expensive, but it actually only costs me 2 FPS and really makes a difference in some situations (see Rathalos encounter above). And lmfao, that “optimal” texture quality of 256. Dropping from Full to 256 has no effect on FPS, you fucks! I’m bored of Monster Hunter’s traditional PS2-quality textures! I wanna admire Rathian’s pretty face for once in my life!

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It’s in the eye of the beholder, okay?! 😛

So yeah, the graphics are absolutely gorgeous if you have a good GPU, and if you have a modern 1000-series NVIDIA GPU or AMD equivalent, I’d be surprised if you didn’t hit 60 FPS at 2K. Maybe a 1070 is enough, or maybe even a 1060 if you run at 1080p. This is just me guessing, though. 😛 I’m planning on upgrading to a 1080 or 1080Ti soonish, both for rendering and for gaming. I’d get one sooner, but I’m holding out for the 1100 series. Sure would be nice if they’d just tell us roughly when it’s coming out… -.-

Complaints? Well, yes, I have a few. The first and most irritating thing about the game so far? Scoutflies. These green things:

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MY FUCKING EYES.

They’re supposed to act as the game’s GPS, because the maps are now so large and so complicated that I find it ridiculously hard to figure out how to get to places. But they also highlight things for you, like gathering points. All of this, especially early on, is just… total information overload. 😛 But even after you get used to it, they’re so bright and so distracting that I actually feel relieved when I find a Large Monster that wants to kill me, just because the flies go away when that happens. 😛 There have been so many times where I’ve thought “right, yeah, I know where the monster is, no I don’t want to look at any more footprints because I know where it is and I’ve maxed out the tracking level, no I don’t want any blue mushrooms, I just want to make my way to the monster with no guidance or distractions now, please go away…” but no, green particles everywhere, and no, you can’t turn them off. And then, when you do want guidance, they’re not only blinding, but they’re also sluggish, often very unclear, and in situations when you’re carrying an egg and have access to the Scoutflies because nothing’s trying to kill you, the route they choose is usually impossible, trying to taking you through small gaps and other areas that you can’t access while carrying an egg. In fact, the idiot Scoutflies and the sheer complexity of the maps is why I simply can’t be fucked with the mission where you need to deliver two Wyvern Eggs.

Those missions are my second complaint, actually, the egg carrying missions. Were they even tested? They’re absolute balls. There’s no way you can do them solo without being a cheap little bitch. Delivering two Herbivore Eggs was difficult enough, because the nests are right next to where the herbivores endlessly spawn no matter how many you kill, and they’re faster than you, and there ends up being about six of them before you eventually get headbutted by one of them and drop the egg. At one point after dropping said egg, they surrounded me and pretty much gang raped me, which was somehow both hilarious and insanely annoying. So how did I finish it? I used the Ghillie Mantle, an item which effectively makes me invisible. As I said, “cheap little bitch”. 😛 And that one I mentioned earlier where you have to deliver two Wyvern Eggs? Fuck that shit. The moment you pick up an egg from the nest where she never is, Rathian senses a disturbance in the Force and immediately heads for your exact location, even if you’re wearing the Ghillie Mantle. Of course, she can’t actually see you, so she doesn’t chase you, but this doesn’t stop her from following you at a distance, waiting for the moment when the Ghillie Mantle wears off. It’s just so mind-numbingly broken. Because the route is so complicated and the distance you have to travel to secure the egg is so long, longer than the Ghillie Mantle can ever last, the only way I can imagine doing it, even in co-op, is by being a cheap little bitch and killing Rathian before trying to transport the eggs. And I don’t know about you, but that seems slightly outside the scope of the quest. 😛 And hell, even if you did do that, you’d still have to figure out how to get back to a camp without using the Scoutflies, because they’re dumb and try to take you through inaccessible areas. 😛

And my third complaint… audio. It’s a pretty minor one, but for me, the game is oddly quiet. The audio settings are all at max volume, but even with my headphones at full blast, the game’s still a bit quiet. I got around this problem by routing the game’s audio through a virtual audio cable and amplifying it before routing it back to my headset, but this is a faff, it kind of affects the audio quality and adds a bit of latency, which isn’t cool. Hopefully it’ll be fixed in a patch or something.

And that’s it. Scoutflies, egg missions and quiet audio are the only problems I’ve found. Not sure what all this screaming about broken servers is, because it works for me…? 😛 I’ve not actually played with others, sure, but I can connect to online sessions just fine, and I’ve collected my daily shit with no problem. Maybe the problem is when you’re in an actual hunt? Whatever, doesn’t really affect me, no-one I know will ever get this anyway. It’s probably a bit difficult for them, and they wouldn’t have any time for it. 😛 I’ll play online eventually, when I’m ready. Just don’t want to rush through the game or get carried by someone overpowered, that’s all. 😛 Uhhh, nope. Someone I know was interested in getting it but was put off by the alleged server issues, so I tried responding to an SOS flare and testing some multiplayer. Didn’t have a single problem. The only thing I noticed was that holy hell, the session filled up fast! The SOS flare was sent by a solo player who hadn’t had a response when I tried to join, and by the time I made it into the game about 30 seconds later, I was the last player to set off from the camp.

UPDATE 6!!: Since then, much to my surprise, my friend actually ended up getting the game, and we’ve played some co-op. And now I can say with confidence: I have literally no idea why people are complaining about the online play being broken. However, I can understand complaints about the online system, because it it were any more obtuse it’d be a straight line. Angles? Obtuse? No? 😛 Anyway, the online system is insane. You have sessions which can consist of 16 players, and within these sessions you can have hunts which consist of up to 4 players. This is all totally understandable and quite cool so far, but when it comes to making a session for just you and your mates, things get shit very quickly.

First off, the game doesn’t prevent you from trying to join the sessions of people who are in an offline session. If you try, the game just sits there for a while before saying it failed to connect. So, my friend tried creating a private online session, and sent me an invite through the Steam overlay. That didn’t work either. Some amount of time after that, I noticed that the in-game invite option was greyed out, so I tried making a normal, non-private session. That made the invite option light up, and my friend was able to join the session. After this, I changed the session options so that it was private, and that worked; no-one random joined after that. Basically, you can’t join private sessions even if you’re invited; you have to make a non-private session, do your invites, then make the session private, or use passcodes on the quests you post.

But that’s not all, because Monster Hunter: World has laughably bad multiplayer story support. When you post a quest that contains cutscenes, you have to start it single-player. After all the cutscenes have played, the quest opens to other players. So this means… if a group of friends want to play a story quest together, they all have to start the quest individually, get to the point where the SOS flare can be fired, return to HQ, and then one player has to post the quest again and have the others join it. That’s just retarded. 😛 Oh, and you know I said that the quest opens up to other players after all the cutscenes have played? Yes, but every attempt I made to join those quests ended up failing immediately. That’s probably a bug. 😛

And Expeditions? One does not simply join an Expedition. No, you can’t just join a friend’s Expedition, which is a ridiculously stupid oversight, because it’s not like multiplayer Expeditions aren’t supported. There’re only two ways that it can be done. The first way is for everyone to join a quest and complete it, and during the end-game timer, leave the option as “return to camp”. This puts you in an Expedition in that area. That’s a faff because you have to complete a quest, so the other option is to enter an Expedition alone, fire an SOS flare and have the others join you through the SOS menu. You can cancel the flare when everyone’s joined. This is much less of a faff but it opens up the Expedition to EVERYONE, so there’s a chance of someone random joining, which is annoying.

I highly doubt Capcom’s gonna address any of this. It’s probably been like this on consoles up until now, so the chances of them fixing the issues now is probably next to zero. But in summary, yes, multiplayer works, flawlessly, and as far as I can tell, everyone who is crying about broken servers is just talking crap. However, the multiplayer system is ridiculously obtuse, confusing as hell and has awful story support.  UPDATE 7!!: Gotta take back that “flawlessly” statement, because we’ve since had a couple of annoying connection issues. Sometimes, one of us has randomly lost connection to the session, and that puts the session in a weird state where the player who dropped can’t re-join. This has only happened at the very beginning or end of a hunt, though, not midway through. There’s been one instance where a posted quest just stopped appearing on the board, too. But as I said, annoying issues. Not crippling. I wouldn’t say the servers are broken, they just have a few teething problems.

Waiting for Monster Hunter to finally land on the PC was worth the wait, though. I’m not disappointed. It’s the best game I’ve played in a long time, and I can see myself continuing to play it for a long time to come. 😀 It wasn’t long ago that I loathed the series, so this is quite the epic turnaround they’ve managed!

Now, let’s move onto the subject of “Monster. Hunter.”. The celebratory render. Guh, this is gonna get confusing, isn’t it? 😛

Monster. Hunter. render follow-up

I was really surprised with the first draft of the render. It took about five hours to put together. But after that, when the environment was in and needed to stay active because it was making a critical contribution to the final lighting… the PAIN BEGAN.

DAZ Studio can’t handle scenes like this when using Iray. It babs itself when things get even remotely complicated, sometimes taking minutes to recalculate, making it impossible to tweak the scene while the interactive Iray render is running, therefore making it extremely difficult to tweak things such as materials. In fact, not long after I produced the draft render, this scene became so heavy that it wouldn’t fit in GPU memory, so only the CPU could render it. This isn’t a realistic option. In fact, I’m not sure why DAZ offers the option. Because it’s a stupid thing to do. From experience, I think it’s about 20x slower than GPU rendering. Ain’t got that kind of time, brah.

And with this render, ohh, I’ve never seen DAZ Studio bab itself quite as much. The first problem was when the scene became too heavy for the GPU. I really wasn’t happy with the grass density, or the quality of the ground texture, so I decided to kill two birds with one stone and added a lot more higher-quality grass. This pushed the scene over the edge and became too complex to fit in GPU memory… not to mention that it was getting very difficult to do anything with the interactive render running.

To cut down on memory usage, I used a tool which can reduce the size of texture maps of objects you select. After halving the size of everything in the background, the scene was able to fit in GPU memory again, which was great. Wasn’t any faster at rendering, though, and this was a problem, because I needed to tweak the lighting. After this, it just descended into a whirlpool of fuckshit which connected directly to Satan’s testes. Yes, it was that bad.

First, it started leaking memory, so I couldn’t do more than one Iray render without restarting DS. Then, for no reason at all, it began to crash after turning on the interactive renderer, if not before rendering the first time, then always before rendering the second time. And then, it began to do this really weird shit when rendering, where the top half of the render would begin after the bottom half, making the top half look darker. I imagine that was some insanity with double-GPU rendering, but who cares, it was annoying. And just when I thought it couldn’t get any worse, bang, it stops rendering with the GPUs. Had to reduce texture quality again just to get it to stop whining. Oh, and then, I discovered a problem where the Dragon 3’s left eye would render black, even though both of his eyes are one material and the right eye rendered just fine!

Monster. Hunter. 3 (Head Fail).jpg

I eventually discovered that this was caused because of a render setting that I’d changed, “Instancing Optimization” under the “Optimization” category. I changed it from Speed to Memory, because of the multitude of aforementioned memory issues I’d been having. But why the hell. His eyes aren’t instanced objects! The only instanced objects in the scene are the grass objects! Why would this option break the eyes?! And what does it even mean?! It’s not fucking documented! Look, this is the documentation of the whole Optimization category! (Backup screenshot here in the hilariously unlikely event that they update it.) OOOH SO USEFUL!!

And then, when I finally manage to get DAZ Studio to start a goddamn render, BAM, I was bitten once again by the IDIOT default settings of a two-hour maximum render time. Just as a final “fuck you”.

Haaah… so yeah… I wasn’t particularly calm. 😛 I even resorted to singing out my anger over a track from Disgaea 5 after it started playing as part of my “every piece of music on the PC” shuffle playlist. It helped a tiny bit. 😛

To be honest, though… the pain was worth it. Because look at THIS:

Monster. Hunter. (Character Focused)
(Available in these flavours: 2560×3072 “Character Focused” Version, 1080p, 2K, 4K)

MORE PLANTS! MORE GRASS! MORE FORESTY! 😀

Yes, it’s still a work in progress. UPDATE 2!!: I replaced the WIP version with the final version. I increased the texture resolution on the tree and added something that went missing in the last WIP render. 🙂

I… don’t really know what else to say. I mean, I’ve really surprised myself with this one. It was only gonna be a quick celebratory render, so I never imagined it would turn out as good as it has! 😀

Oh, wait, of course, I do know what to say: RENDER STAAATS! 😀 And oh, it’s a biggie. My longest render ever. That render, at 2560×3072, quality level 2 and 94.5% convergence (because I needed to kick off the desktop renders before going to bed and couldn’t wait another hour for the last 0.5% convergence 😛 ) took 20 hours 57 minutes 45.31 seconds. BOOM, R-R-R-R-RECORD BREAKER! Holy CRAP that’s a long time. But there’s a reason. The scene, despite all my efforts, flat out would not fit in my primary GPU’s memory, because DAZ Studio needs 2 GB just to show it in the viewport, the render needs about 3GB extra, and my GPUs only have 4GB of memory each. So I had to render it with the secondary GPU only, because that didn’t have anything in memory.

UPDATE 3!!

Heyyy, as you might have seen from the updated links under the image, I’ve added some desktop versions, the traditional 4K, 2K and 1080p trio. The 4K version took 11 hours 46 minutes 29.91 seconds to render… which is odd, since it’s about 400k pixels larger than the character focused render. There’s one very good (and equally confusing) reason for this, though: I was able to use both GPUs to render it. Not sure how… because again, larger image. They require more memory to render, right? 😛 It was basically a miracle, because the scene was 49MB off not fitting in GPU1’s memory. Look!

MSIAfterburner_2018-08-15_09-27-01.png

4047MB peak usage! The GPU only has 4096MB of memory! I didn’t even want to sneeze on the computer just in case it went over the edge. 😛

Anyhoo… normally I render all three resolutions individually, but this time I just rendered the 4K version and scaled it down. The main reason is because of Iray’s irritating grainy renders. Basically, any areas of the image that are even slightly dark, reflective or translucent turn out grainy, regardless of the convergence ratio or render quality settings. To counteract this, I apply blur manually to especially bad areas by converting the image to a Smart Object, applying a Gaussian blur as a Smart Filter, and airbrushing the mask white wherever I want to reduce the grain. This helps with the 4K image, but then I have to repeat the blurring process twice more with the 2K and 1080p images, and that’s really boring. 😛 So instead, I apply the blur to the 4K image, then downscale it. This not only saves time, but it reduces the grain massively at lower resolutions, and actually looks better than if I’d just rendered it at those resolutions.

And since we’re on the subject of postwork, I’ll mention what else I did in that area. 🙂 Apart from the signature and the blurring, I also added a vignette and a slight levels tweak to the desktop versions. But that’s all. 🙂

That’s all from me for now, but I hope you like the pic! Laterz. 🙂

UPDATE 4!!
(obsolete, see update 5)

I don’t believe it. After posting the final version here, after creating those desktop versions, after posting it to DeviantArt, after posting a follow-up comment on my Bookface post with the “finished” version and a link here for the desktop versions… I’ve noticed a huge mistake in the pose.

He’s NOT DRAWING THE ARROW CORRECTLY, oh my GOD I’m such a MORON!

Just… yeah. Just look carefully, and you won’t un-see it. The bow string is tensing against… what, exactly? It’s supposed to tense against the back of the arrow, you absolute dumbfuck MongMaster, what are you smoking?! This was my number one focus when posing. I looked at a lot of pictures of people drawing bows, and spent a lot of time making sure it looked just right, because I’ve only ever drawn a bow once before and was afraid of getting the pose wrong. And now look. I got it wrong. For fuck’s sake.

Not happy at all. I’ll fix it, but it’ll take a couple of days. -.-

UPDATE 5!!

Okay, I’ve replaced the renders with a new version where the dragon is drawing the arrow correctly, and all is good again. 😛 But hey, even though I had to spend another evening rendering both versions of this picture again, I found another silver lining! I learned another DAZ Studio dumbfuckery! 😛

As I said before, the character-focused version of the render wouldn’t fit in my primary GPU’s memory, so I couldn’t render it with both of my GPUs; I had to use my secondary GPU by itself. The knock-on of this was that it basically doubled the render time to nearly 21 hours. When it came to rendering the scene this time, I was wondering if there was any way to squeeze the scene size down just enough so it could fit in GPU memory without any major quality sacrifices. I tried some dumb things like closing DAZ Studio viewports and panels to try and save memory. Of course, this did nothing, so as a last-ditch, blue-sky thinking, really-clutching-at-straws-here attempt, I tried shrinking the DAZ Studio window down so that it was really small. Lo and behold, doing this actually freed up 100MB of GPU memory. Absolute top lel. Maximum lel. Lel overload. 😛 If you don’t believe me, here’s a demonstration.

That 100MB saving was enough to do the character-focused render with both GPUs. This saved about 11 hours, which means I can actually play Monster Hunter again tonight instead of using my PC to re-render this scene constantly, yay! 😛

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Ghosts in the sky…

Heyaaa. How was everyone’s Halloween? Yeah… it’s not really one of those things that people do any more. Well, not me, anyway. When I was a kid, sure. But to be honest, I don’t really get it. It’s supposed to be a religious thing, and I ain’t, but people went ahead and commercialised it and now it’s not really a religious thing any more. In some parts of the world, sure, but not ‘ere. 😛

Anyway, it’s the day of scary shit, right? That, and it’s the only time it’s okay for children to go around and get strangers to give them sweets. 😛 Thankfully I don’t get any kids buzzing my flat. Not like I ever answer my buzzer unless I’m expecting someone, anyway, but still. It’s nice.

I had an idea for a Halloween render about a couple of months before, and I wrote it down in OneNote, ending the description with “Halloween’s on October 31st so we got about 3000 years to get this done. Give or take.” When Halloween came around, I opened up OneNote, not to read what I’d written down in August, but to keep track of how many meals and stuff were in my grocery shop as I was doing it. 😛 After finishing the shop, my brain seemed to autopilot me into the Render Scene Ideas section and I went “OH SHI CRAP DAMN ARGH I FORGOT”, leaving me with 6 hours until Halloween ended, and if I posted a Halloween render after then I would look stupid. I mean jeez it’s not even Halloween any more how dumb would that look for someone to post something for Halloween after it was over.

So without further ado, here is a Halloween render!

Ghost Stories - DracoIndomita
(Available in these flavours: 1080pQHD/2K, UHD/4K)

Hahah! Honestly, I… loved this idea. 😀 It was my first genuinely decent idea since Dueling Dragons. My vision was a bit different from the result, but I think this is way better than what I envisioned.

I used Iray again, if you didn’t already know. 🙂 I’ve been trying to battle past the total idiocy of it, because I really really like it. Er, what it can come up with, that is. Don’t like much else about it. 😛 I used a combination of emissive lighting and standard lighting, the latter of which I never really used because I didn’t think it worked with Iray. I thought that all Iray lighting had to have some kind of physical presence in the scene, but nope, you can use standard lights. I just never tried giving the standard lights unrealistic values like Iray seems to want. 😛 Finding that out was pretty much a godsend. The spotlight of the torch wasn’t possible with emissive lighting, and the light from the campfire wasn’t lighting the correct side of the younger dragons on the left. I fixed that with another spotlight. 🙂

And hey, as a nice pat-myself-on-the-head-and-give-myself-a-peanut bonus, this is actually my first ever good quality render containing three subjects! My good renders have only ever contained a maximum of two before. Sure, some test renders I’ve done contained up to four, but they… weren’t good. 😛

Now, render statz! This was a LONG render, probably the longest I’ve done so far. In 2K at quality 2 with a target convergence of 98%, it took 5 hours 51 minutes 3.68 seconds. I’m expecting the 4K render to take around 13 hours. D: Looks like I am an estimation winner! It took 13 hours 14 minutes 54.38 seconds. Yikes. 😛 Postwork consists of a slight bloom effect, grain reduction, a levels adjustment and manual removal of some background distractions. There was a thin layer of light along the ground, and it looked really weird.

The post title is a reference to one of the songs I listened to while making this: a cover of a song called Aaveratsastajat, by Hevisaurus. That link goes to Spotify; I can’t seem to find it on YouTube. Anyway, it’s a repeated lyric in the chorus: “Aaveet taivahan”, which means “ghosts in the sky”. Maybe. I used Google Translate, of course. I can’t speak Finnish. 😛 If you remove the capital “A” it becomes “ghosts to heaven”. So I have no idea. 😛

Anyway, hope you like the image! If you’d like it in a different resolution, don’t be afraid to ask. 🙂 Well, as long as it’s not much higher than 8K. DS can’t render images with either dimension exceeding 10,000px. 😛

UPDATE!!
Wow! This sure got some love; WordPress tells me that it was my best day for likes! Thanks so much, everyone! 🙂

There were a couple of little things that bugged me about the render, so I made some changes. Namely, I thought the blue dragon’s neck looked weird and distracting, so I adjusted it. I did a couple of tweaks to the black dragon’s eyes, too: they’re a bit more open to make him look scarier, and his gaze is more focused on the other dragons.

Also, I’ve added a link to the UHD/4K version of the render. 🙂 Funny story: before I went to bed, I started the render with the hopes that it’d be at least nearly done overnight. When I woke up and checked the PC, it turned out that DAZ Studio had decided to ask the CPU to do the render, instead of using my two GPUs like I asked. So it burned the hell out of my CPU for about nine hours, just to reach an iteration count of about 900-odd, something that my GPUs can reach in ONE hour. Thanks, DAZ. -.- I cancelled it, restarted DAZ Studio and tried rendering again, and it started using the GPUs. Probably a dumb memory leak. Jeeesus, I mean, if the scene doesn’t fit in GPU memory, why can’t it do something intelligent for once? Like, if “CPU” isn’t checked in the Advanced tab of Render settings, throw up a dialog saying “oh there’s not enough GPU memory to do this with the GPUs”, then STOP rendering? I think that’s better than silently attempting to complete a render that will take the CPU about 143 hours. Not exaggerating. 😛

UPDATE 2!!
I’ve added a link to the 1080p version. For some reason, it still took more than five hours to render, even though it’s a fair bit smaller than 2K. Shrug. 😛

UPDATE 3!!
MAN, I wish I’d spend more time looking into stuff that inspires me.

Nearly half a year after this render, I learned after literally two minutes of research that Aaveratsastajat is effectively a translation. It’s probably not a direct translation, but Aaveratsastajat is the Finnish version of a seemingly ridiculously well-known country and western song from 1948 called “(Ghost) Riders in the Sky: A Cowboy Legend”. “Aaveet taivahan” is where “Ghost riders in the sky” appears in the original song, so I assume that’s what it’s supposed to mean. Or maybe the Finnish swapped it for ghosts?

Well, whether it’s ghost riders or just ghosts, BOOM! The post title turned out to be at least mostly accurate, despite the fact I don’t understand a word of Finnish. 😀

Such a deviant art hole.

Aside

Just to let no-one know, I’ve set up another DeviantArt account. Hahahahahahahaha, I’m so dumb. I’m a programmer with no artistic skill and almost no appreciation for art, but I set up an account on an art website. 😛 Welp, it seems to be a nice place I can post the better stuff I’ve done with DAZ Studio. Hell, might’s well give it a try, eh? My stuff might even get viewed! 😛

Anyway, here’s a link: dracoindomita.deviantart.com

If you’re on there too, feel free to comment or follow or favourite or like or do whatever you do to other people on DeviantArt. 😛 I’ve only got my two most recent renders on there at the moment, but I’ll get around to uploading the Chinese Zodiac series at least. I just need to modify the signatures first so they use my new pseudonym. Don’t worry (or do worry, I mean), I’ll still be posting renders here as well. Hey, you even get to see any junk I create that I don’t want to post to DeviantArt! YAY BONUSES!!

…phuck me, they have a total of three faves already?! Wow, I’m actually shocked! Probably a fluke. 😛

Black Friday and Blue Dragons!

Speck! 🙂

Soooo, how was your Thanksgiving? Mine was nonexistent because I don’t live in the U S and A. 😛 Despite the fact we don’t do Thanksgiving over here, we’ve done Black Friday for the last couple of years for some reason. Honestly, I don’t understand. Maybe it’s just because the shops realise they can make moar moneyz if they all discount stuff at the same time, then they end up fighting each other to give the best discounts, then customers start fighting each other to get the best discounts, then it goes on the news and I laugh at all the degenerates scrabbling for the last plasma TV. 😛 But hell, I’m not complaining, it was pretty awesome last year, actually; through pure luck I managed to snag an Intel Core i7-4790K CPU for £50 off the standard price. Oosh! 😀

This year… wasn’t so oosh. 😛 I’d been thinking about grabbing some new peripherals and a new GPU for a few months beforehand. I replaced my legendary Logitech G15 keyboard with a not-really-legendary-yet G910 when I found it on Amazon for about £40 off. Didn’t expect it to go much lower than that (and it didn’t 😛 ). Also before Black Friday, I had to replace my G700 mouse because the mouse buttons were starting to give up the ghost. I got a G700s because the G700 was pretty much perfect. Apart from the metal on the mouse wheel which rusted a bit. And that some of the buttons were squeaky. And that the power lead was quite rigid and generated a lot of friction when it was plugged in, so using it while it was charging sucked a little bit. 😛 The new one’s great, though; same as the G700 but it’s a bit prettier, the buttons feel better and there’s no rust yet. Power lead still ruins the mouse when it’s plugged in, though. I also got a new cloth mouse mat to replace my old busted metal one, as well as a USB hub and Micro USB leads after finding that Arx Control (the smartphone app which is supposed to be a replacement for the LCD displays you find in some Logitech keyboards) drains your phone’s battery like friggin’ crazy, and the G910 doesn’t have any built-in USB slots, so unless you have a Micro USB that reaches from the back of your PC to your keyboard so you can plug in your phone, your battery will run out. 😛

So, I’d bought all my peripherals and accessories, but I was still in the market for a GTX 970. Then, when Black Friday actually came along… POOP! It was awful. Couldn’t find jack all. One site actually had an offer where you could save 40p on a Raspberry Pi. Wooooow! And even after that AMAZING discount, it was still way more expensive than just buying it directly from the Raspberry Pi Foundation! 😛 I noticed some nice cuts on SSDs (but they’re quite cheap anyway these days), and some okay bundle deals, but there were basically no decent offers on GPUs at all. Two of my mates… er… one of my mates got an okay deal on a GTX 970. 😛 They paid about £250 all-in, but it wasn’t that much of a discount.

There WAS a moment where I found a post on Hot UK Deals with 70-odd upvotes advising that you could buy a GTX 970 off Amazon.fr and get it shipped over here for approximately £220. Acting completely idiotically, much like a Black Friday shopper, I quickly placed an order. Moments afterwards, my frontal lobe turned back on and went “wait wait wait, it’s an international purchase; what about import costs?” There’s no import duty from France for electronics like this, but of course; you have to pay 20% VAT, which brings the cost to around £264, which is MORE than it would’ve cost to buy it here! Not a single one of the nonces on that HUKD page had realised. Thank God some of my brayn cells still work. PROFESSIONAL PANDA PANCAAAAKE

It wasn’t a total bust, though. On Cyber Monday I went on Scan.co.uk, the site I’d totally forgotten about. Luckily, I found they were selling an EVGA GTX 970 for £240; the cheapest (real offer) I’d seen over the weekend. Oh, no, wait… apart from an MSI GTX 970 I saw on an Aria.co.uk newsletter for £220, but unsurprisingly, they were all gone within 30 minutes. 😛 Anyway, after some thought and research, I decided to blow my budget for the month wide open, and ordered two of ‘em. 😀 If I’d just bought one, I’d do what I did with my GTX 770 and plan to get a second one but end up not getting around to it. I didn’t spend extra on an SLI-compatible motherboard for nothing. 😛 It sounds like stupid overkill, but according to an SLI review of these cards, the diminishing returns for two-way SLI is actually quite low. It should boost most things that can’t do 60FPS on one card to 60FPS, and boost games that can do 60FPS to 120FPS or close to it (haven’t got a 120hz monitor for nothing, either, and yes, 120hz does make a difference! 😛 ).

I experienced a bit of fury this morning when I got an e-mail saying the products I’d ordered couldn’t be sent because they were “discontinued” (lol no), but after querying Scan with some moderate force thinking they were trying to back out of honouring the price they offered, they said to ignore that e-mail because it was a mistake. They’re just having some… pretty major delays. 😛 Don’t think I’ll get them until Friday, but when I do, I’ll letcha know how awesome they are at running Transport Tycoon. Haha. 😛

Anyhoo, that’s that bit done. What’s next… ah, yes. Heehee. Heeeeheeheeheee! 😀

I started work on a scene in DAZ Studio over a week ago, but ended up stopping a few steps before completion. There were several reasons for this. One of them was because of my mouse; the mouse buttons were so phwoacked that unless I applied a shit-ton of force to them, drag operations had an unreasonably high chance of being interrupted. I would be dragging the mouse to rotate the camera, then suddenly the mouse button would unclick and click during the drag, causing me to mess with a property or switch tabs or hit render or generally do something very annoying. It wasn’t just DAZ Studio; it was definitely a hardware issue because the same thing was happening everywhere. It was probably even more annoying in Explorer. 😛 Another reason was DAZ Studio itself. The crashes… God, the friggin’ crashes! It was just… fucking ridiculous! I tried everything to reduce the crash frequency; I even ended up messing with the processor affinity to restrict DAZ Studio so it could only use 6 of the 8 CPU cores. That helped a bit, but not enough. Restricting it to 4 cores wasn’t any better. It’d still crash the graphics driver every so often, and cause a Blue Screen of Death a bit more rarely. The third reason I stopped was because no matter what I did, I couldn’t get friggin’ specular highlights to show up on the dragon’s eyes. Well, I could, but they looked completely wrong. Like… all speckly and crap. I basically just wanted to punch DAZ Studio’s face in the face.

Since I’d gotten a new mouse, I went back to DAZ Studio last night in an attempt to finish it off. It was still crashing the graphics driver, but it didn’t feel as often as usual. I was patient with it and made sure to close the viewport before a render (if you don’t, and if it crashes the graphics driver, DAZ Studio also crashes and you lose your current render progress, huehuehue oh my god it’s so painfully dumb). But then, after a few crashes… it just… stopped crashing. Completely. Not a single hiccup or anything. Smooth like butter. Caress your lover. Enjoy the mome… yeah. 😛

There were a few new frustrations. As I dropped the shading rate for more detail, DS started taking a psychotic amount of time to do what appeared to be… nothing. After some annoyance and some probing, I found out that Subsurface Scattering (SSS) was enabled on SOME of the Dragon 3 material presets, but not all of them. I was previously using a preset that didn’t use SSS, and that night, I’d switched to a material preset that did while I was trying to work out why specular wasn’t working on the dragon’s eyes. I didn’t switch it back after I found the problem and just switched the diffuse textures instead because… well, because I didn’t know that some of the presets didn’t use SSS, cuz that just would be dumb and inconsistent, right? 😛 This is how I discovered that SSS is goddamn expensive, especially in final renders. 😛

I disabled SSS on everything, finished off the tweaks to the head morphs… then took a deep breath before tweaking the render settings and UberEnvironment to render at final, DJ Max quality. 😀 Then I pressed the render button and left it running overnight. Guess what? This morning, it was happily sat there, displaying a DJ Max quality render like a doge with a newspaper in its gob. It hadn’t blue screened or crashed or broken or anything! It was all like “here is your render (mong)master, may I please you with another?”

Unfortunately, it did have to please me with another; the lighting was too weak in the first render. While I’ve been at work today, I’ve been popping onto TeamViewer every so often, having a gander at the latest render, tweaking some settings and firing off another one. DS’s been super-cool about it all, and I don’t understand why, especially since I lightly overclocked my processor just the other day, technically making it more unstable and more prone to crashing! ARGH DAZ, WHY YOU SO ERRATIC?!?

But no no no, I’m not complaining. I like it not crashing. 😛

Anyway, yes, maybe I’m blathering a bit. That’s because I’m just a li’l bit hyped to show you this. 😀 When I got home, what I believed was going to be the final render was waiting for me. It was good, but there were a few things I wanted to change. After that, I did the actual final render. And here it is:

Dragon.Init() (1080p)
Available in: (1080p) (QHD) (WQXGA) (UHD)

Hahahahahahaaaaaa! Man, I’m ultra happy about this one! 🙂 It’s just… ah, screw it, I’m throwing modesty outta the window for a minute. This is AWESOME! The concept is fun, the scene arrangement and posing really worked, the lighting’s turned out really nice (it’s the first time I’ve used UberEnvironment 2’s Global Illumination), the textures look good, the depth of field (DoF) is perfect, and the only postwork I did was a slight “bloom” effect, as well as the title and signature. I reckon it’s my best render yet! 😀 But my opinion means jack; what do you think? Let me know! 🙂

As I mentioned, I changed a few things after the first final render, which you can have a look at here. The first change was a replacement texture for the awful, low-resolution one I was using for the desk… stone… stone desk thing. 😛 It looks waaaay better. The second adjustment was the addition of a can of Wyvern Energy (frost flavour). 😀 Just a little extra touch to make the image a bit more fun. And somewhat accurate. 😉 The third adjustment was the DoF; even though it was great in the original render, it blurred out the Wyvern Energy can a bit too much, so I had to tweak it. 🙂 Oh, and I increased the size of the PC tower, too. It was a li’l bit small. 😛

Right, let’s see… stats for those who care! 😛 Rendering at WQHD with UberEnvironment 2 on Bounce Light (GI) mode and with the XHi quality preset, with a general Shading Rate of 0.2, the total render time was… 2 hours 10 minutes 5.31 seconds. Took about 9 minutes longer than the version I made before the adjustments; I blame reflection. 😛 It was a pretty heavy job this time; respect goes out to the i7-4790K @ 4.3GHz. 😀 Oh, don’t worry (if you are), I’ll make sure to get 1080p and 4K renders done and add them to the post, too! They won’t be until tomorrow at least. Depending on if DAZ Studio keeps bluescreening the PC (yes, it’s started doing it again for basically no reason). 😉

Right… phew. I think that’s it for now. Crap, this post was technically supposed to be about Paper Mario: Sticker Star and Project Mirai DX. Ah well; I’ll talk about them next time. 😛 For now, though, I’m off. See yaz!

UPDATE!!
I don’t really understand what exactly it’s doing, but DAZ Studio has… well, it’s stopped bothering with non-fatal driver crashes and is more frequently causing the PC to bluescreen through fatal driver crashes. It crashes at random times, sometimes after about 30 seconds, sometimes after about an hour… but it always gives the same error: DRIVER_CORRUPTED_EXPOOL. I imagine it’s a graphics driver crash, but honestly, I have no idea. I’ve tried disabling integrated graphics but there was no difference, and I haven’t done the more extreme option of unplugging the primary GPU and running off integrated graphics yet. I’ll try that tonight, because whatever the reason is, it’s making this 4K render absolutely impossible.

I started it earlier today before heading to work. So far, so good. I’ll leave you with a snapshot of the current progress:

Capture.PNG

Pleasedontcrashpleasedontcrashpleasedontcrash

UPDATE 2!!
WHOOO YEAAAAH ALLLLRIIIIIGHT!!!

Seriously I shouldn’t be this excited or happy that DAZ Studio finally rendered a 4K image on this perfectly healthy, quite powerful PC. A renderer successfully rendering a scene is what should happen. Every time. Because otherwise the renderer fails at its only purpose. 😛

I’ve added links to the 4K (UHD) version and the 1080p version (YES IT DID THAT TOO, HOLY SHIT!!). While this strange unexplainable streak continues, I’m rendering a… erm… a 2560×1600 version, which is a stupid aspect ratio that MacBooks use. I’mma set it as my desktop background on the one I use at work. Maybe it’ll make it faster or nicer to use. 😛

UPDATE 3!!
Finished off that WQXGA render and added it to’t list. Yes that’s the resolution’s actual name. 😛 Any other resolution requests, just lemme know! 🙂