RenPy update?

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HoverBacon

RenPy update?

Post by HoverBacon » Fri May 27, 2011 5:37 am

Will KS update its version of RenPy before release? I ask because in version 6.11.0 they added hardware acceleration (which would be a quite nice feature to have), and any reference to which version KS currently uses I've been able to find points to KS using a previous version. So, any chance of an update?

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Aura
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Re: RenPy update?

Post by Aura » Fri May 27, 2011 5:47 am

Delta might answer in more detail, but basically it's very unlikely because KS essentially runs on a unique, custom fork of Ren'py 6.10 and updating all the engine hacks and extensions has been difficult and frustrating in the past, to the extent that after spending three-ish months on updating from 6.9 to 6.10 delta decided it's not worth it to update further.
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delta
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Re: RenPy update?

Post by delta » Fri May 27, 2011 8:49 am

Pretty unlikely, 6.12 changed the way text is rendered so I'd have to do all menu layouts again. Also, a lot of effects are very glitchy in 6.12. And that's just the errors I found at first glance, who knows what else is broken.
they added hardware acceleration (which would be a quite nice feature to have)
Yes, if your primary concern is a feature checklist. It doesn't make much of a difference in real-world terms.
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Esa94
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Re: RenPy update?

Post by Esa94 » Fri May 27, 2011 2:25 pm

Hardware acceleration in a VN (that doesn't utilize real-time effects or something else that would otherwise be a CPU hog) is like shooting clay pigeons with a heavy machinegun. Sure, it works but it's a little silly, you don't need all that extra power and inconvenience.

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delta
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Re: RenPy update?

Post by delta » Fri May 27, 2011 6:01 pm

Oh, you'd be surprised how CPU-intensive some graphics operations can be, especially when you're animating them. The thing is though, on systems where this comes into play, OpenGL performance is usually not much better.
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Esa94
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Re: RenPy update?

Post by Esa94 » Sun May 29, 2011 2:55 pm

delta wrote:Oh, you'd be surprised how CPU-intensive some graphics operations can be, especially when you're animating them. The thing is though, on systems where this comes into play, OpenGL performance is usually not much better.
I used to have such a system, and frankly I thought this would be sorta obvious so didn't bother mentioning it.

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