I'm sure it was called an "alpha" version on purpose becasue the develpoers felt it wasn't production ready.
From the blog post: "This is an ALPHA build—meaning features are still under development and bugs are expected. We’ll continue rolling out updates and improvements as we work toward the full release."
Correct
So don't expect it to be feature complette or production ready just yet.
Sorry I think I misundersttod your post.
I think you trying to correct me.
Yes, I've been involved with software for over 40 years now.
I know what an alpha version is thank you :)
I've been compliling my own linux OS's since 2004. Even writting the boot scripts. My latest Arch install I boot straped from bare metal just for the entertainment value.
I'm very familiar with software versioning.
I was trying to point out exactly that.
This is an alpha version. Therefore not feature complete, nor production ready :)
I was not trying to correct you or explain what an alpha is, just pointing out that Daz stated it was still a work in progress in the blog too.
No worries, we have a fantastic new version ahead of us if this preview is any indication of what is to come.
I'm sure the viewport responsiveness prolems some are seeing will be fixed as well as that opactity map problem.
I'm guessing the opactity map thing is going to be file type and driver related seeing as several of those have changed.
as I've said many times already, I'm very happy with what I'm seeing in 2025.
Well the new DS 2025 apparently doesn't like my laptop: the viewport doesn't work at all for me, no matter which display mode I select it just stays solid grey. To be fair, this particular laptop only has an integrated Intel GPU, but in DS4.23 the viewport works fine.
Also, is it just my install or was 3DL removed as a render engine?
thanks for your work and I'm really happy to see the announcement to support RTX 50 .
I installed and test the latest public build, but unfortunately, RTX 50 support is not working. I used the latest Nvidia Studio driver, and a default Victoria 9 model, but rendering is still CPU only during the rendering. I tried also dforce simulation with my RTX 5090, and this works well.
thanks for your work and I'm really happy to see the announcement to support RTX 50 .
I installed and test the latest public build, but unfortunately, RTX 50 support is not working. I used the latest Nvidia Studio driver, and a default Victoria 9 model, but rendering is still CPU only during the rendering. I tried also dforce simulation with my RTX 5090, and this works well.
That's surprising since other reported it working properly. What does the log say?
Also, maybe you could try with an older driver as the latest one is not always the best... The person who posted in the benchmark thread used 576.02 apparently.
I am working on my MacMini M4 and I did have to find some of the settings that were now different. It seems they are more consistent with the Windows version. I also had to re-align my Content Library settings preferences.
I did have something weird happen when I did 'Update and Merge Windows', the default tool bar duplicated itself. I had been hoping the tools I had in the other version of the 4.23 Beta would come over. Guess I have to add them in manually, again. I did get rid of the dupe tool bar. Richard asked that we post issues here. As far as my plug-ins not being available now, I will adjust to planning what I need to work on in the 4.23 Beta, them save the scene in it, and open in the DS2025, or vice versa.
I did a render in Filatoon without issue, other than I am rusty and need to relearn it all over.
Again my deepest thanks to all who worked on this project.
AniMate is missing... Is that just an "ooops!" or it will be eliminated totally?
Isn't Animate a seperate product - an add-on? You may need to reinstall it using the Daz2025 folders as the destination in DIM. Or figure out which folder/files to copy and copy them manually.
I also had to re-align my Content Library settings preferences.
That's normal: DS4 general release, DS4 beta and DS2025 beta each have their own set of preferences and its own "application data" folder so that they don't interfere with each other. You'll probably need to do it for your first install of DS2025 general release too once it's available.
Character load with a lot of morphs is quicker. Not lightning by any means, but a decent improvement nonetheless
My viewport appears to be broken. I can only see a lit scene in filament mode and toggling preview lights does nothing
My viewport navigation appears to be broken. Keystrokes don't repeat. I don't know if I turned that on somewhere in my Studio 4.X install, but if so, I can't find where I can turn it on in 5.X
Restore pose makes me very, very happy. With a huge morph library, this was taking a few hours in 4.X and was unusable. It now takes a few seconds
One of my biggest peeves with 4.X is how the smart content tree is deleted and rebuilt each time you select a new scene node with Filter by context checked. This behaviour is the same in 5.X. I'm hoping 5.X won't be a direct port of features like this and that time will be taken to improve the user experience too. For example, when a new scene node is selected, the tree ought to really be rebuilt in place, keeping nodes expanded that were already expanded and, if the context includes the same selected branch as the old context, that ought to also persist. I waste a lot of time in Studio re-exexpanding this tree - very frustrating
The interface feels snappier
On first startup, only one of my content libraries was automatically recognised. When I added the others and hit Accept, Studio crashed. On restart, my other content libraries persisted, but if I continue to go into the content directory manager and hit accept, the crashes continue
I've seen my fair share of Alpha buolds but this one is very advanced. So that's a good sign.
Problems are to be expected but so far I found only once which really limits this Alpha's usability: the Texture Shaded viewport is almost blindingly bright.
AniMate is missing... Is that just an "ooops!" or it will be eliminated totally?
Isn't Animate a seperate product - an add-on? You may need to reinstall it using the Daz2025 folders as the destination in DIM. Or figure out which folder/files to copy and copy them manually.
Plugins for DS4 won't work in DS2025 at all, reinstalling wouldn't be enough. There will likely be a version of the plugin for DS2025 later on.
Problems are to be expected but so far I found only once which really limits this Alpha's usability: the Texture Shaded viewport is almost blindingly bright.
The viewport now appears to use the tone mapping settings - EV, ISO, etc. This pulls it in line with Filament behaviour but does now lead to the annoying requirement to make a note of, say, the EV and then set it to one value for scene layout and remember to set it to your previously remembered value for Iray. I suspect it's by design rather than a bug but only having one set of tonemapping controls for multiple render engines isn't ideal. It's just an inconvenience but a solution from the devs would be welcome.
Other UI bugs - our old friend the 'multiple selection' bug is still present but with a new twist; after this occurs the visibility (eye) icon does not update when selected. The behaviour occurs - what is selected to be hidden or made visible actually is - but the eye icon doesn't update until another different selection in the scene layout is made.
I can reproduce a bug with the Render Throttle Add-On And Daz2025.
I set my environment to Render Throttle Interactive High.
If you render using the Render Throttle scripts, the viewport will change it's draw mode - this appears random as I've gotten wireframe and texture shaded.
When you then try to reset it to Iray. Daz crashes hard.
Changing from any viewport draw setting to Iray, whether you render with Render Throttle or not, will always crash Daz if you are in Render Throttle interactive draw mode.
While this is probably a Render Throttle issue, I thought I'd at least mention it here.
The viewport now appears to use the tone mapping settings - EV, ISO, etc. This pulls it in line with Filament behaviour but does now lead to the annoying requirement to make a note of, say, the EV and then set it to one value for scene layout and remember to set it to your previously remembered value for Iray. I suspect it's by design rather than a bug but only having one set of tonemapping controls for multiple render engines isn't ideal. It's just an inconvenience but a solution from the devs would be welcome.
Ah, that's the problem I'm having with all render modes except Filament and Iray being pitch black. If intended, I don't like this change at all. Who wants to have to reset or reimport my tone mapper settings when switching between Iray and some other render engine? I can understand why people would want the tone mapping to be automatically consistent in results across render engines, so hopefully this is either a step towards that or previous bevahiour.
I've met quite a few bugs and crashes, and still there's no settings to tweak font size for UI in this ver. 2025 ?
It was the first time that Daz released an alpha version to all of the users ? If so, what's the purpose of it ? We report bugs / issues in here or fill tickets ?
I won't list down the bugs I've seen... but the draws tyle of Texture Shaded looks pretty different from Ds 4.2x ~~
Okay so a lot of us bought the whole new system to run 50xx cards. And directory not detect missing files. Can you explain why the "Find missing files" button is missing?
I've met quite a few bugs and crashes, and still there's no settings to tweak font size for UI in this ver. 2025 ?
It was the first time that Daz released an alpha version to all of the users ? If so, what's the purpose of it ? We report bugs / issues in here or fill tickets ?
I won't list down the bugs I've seen... but the draws tyle of Texture Shaded looks pretty different from Ds 4.2x ~~
The purpose of Alfa is to keep us from tearing our hair out while watching Blender tutorials for newbies that don't get to the point.
Okay so a lot of us bought the whole new system to run 50xx cards. And directory not detect missing files. Can you explain why the "Find missing files" button is missing?
For what? Find missing has only even been available for textures, that I can recall.
Comments
No worries, we have a fantastic new version ahead of us if this preview is any indication of what is to come.
I'm sure the viewport responsiveness prolems some are seeing will be fixed as well as that opactity map problem.
I'm guessing the opactity map thing is going to be file type and driver related seeing as several of those have changed.
as I've said many times already, I'm very happy with what I'm seeing in 2025.
Well the new DS 2025 apparently doesn't like my laptop: the viewport doesn't work at all for me, no matter which display mode I select it just stays solid grey. To be fair, this particular laptop only has an integrated Intel GPU, but in DS4.23 the viewport works fine.
Also, is it just my install or was 3DL removed as a render engine?
It is also not present on my Mac.
Where do the bug reports go?
Hi Daz Dev Team,
thanks for your work and I'm really happy to see the announcement to support RTX 50
.
I installed and test the latest public build, but unfortunately, RTX 50 support is not working. I used the latest Nvidia Studio driver, and a default Victoria 9 model, but rendering is still CPU only during the rendering. I tried also dforce simulation with my RTX 5090, and this works well.
That's surprising since other reported it working properly. What does the log say?
Also, maybe you could try with an older driver as the latest one is not always the best... The person who posted in the benchmark thread used 576.02 apparently.
A formal bug report goes to a Technical Support ticket, but you can post here for refinement/feedback.
Are there plans to release an updated public SDK as well for this version of Daz?
I am working on my MacMini M4 and I did have to find some of the settings that were now different. It seems they are more consistent with the Windows version. I also had to re-align my Content Library settings preferences.
I did have something weird happen when I did 'Update and Merge Windows', the default tool bar duplicated itself. I had been hoping the tools I had in the other version of the 4.23 Beta would come over. Guess I have to add them in manually, again. I did get rid of the dupe tool bar. Richard asked that we post issues here. As far as my plug-ins not being available now, I will adjust to planning what I need to work on in the 4.23 Beta, them save the scene in it, and open in the DS2025, or vice versa.
I did a render in Filatoon without issue, other than I am rusty and need to relearn it all over.
Again my deepest thanks to all who worked on this project.
Mary
They will probably wait a bit until it's stable enough.
Isn't Animate a seperate product - an add-on? You may need to reinstall it using the Daz2025 folders as the destination in DIM. Or figure out which folder/files to copy and copy them manually.
That's normal: DS4 general release, DS4 beta and DS2025 beta each have their own set of preferences and its own "application data" folder so that they don't interfere with each other. You'll probably need to do it for your first install of DS2025 general release too once it's available.
Had a quick play around. Initial thoughts:
I've seen my fair share of Alpha buolds but this one is very advanced. So that's a good sign.
Problems are to be expected but so far I found only once which really limits this Alpha's usability: the Texture Shaded viewport is almost blindingly bright.
Plugins for DS4 won't work in DS2025 at all, reinstalling wouldn't be enough. There will likely be a version of the plugin for DS2025 later on.
Forced to use DIM im out! I already had not been using this for a while (playing with AI) this certainly does not encourage me to come back.
Betas have been available only via DIM for years. Once there's a general release there will likely be a manual installer too.
The viewport now appears to use the tone mapping settings - EV, ISO, etc. This pulls it in line with Filament behaviour but does now lead to the annoying requirement to make a note of, say, the EV and then set it to one value for scene layout and remember to set it to your previously remembered value for Iray. I suspect it's by design rather than a bug but only having one set of tonemapping controls for multiple render engines isn't ideal. It's just an inconvenience but a solution from the devs would be welcome.
Other UI bugs - our old friend the 'multiple selection' bug is still present but with a new twist; after this occurs the visibility (eye) icon does not update when selected. The behaviour occurs - what is selected to be hidden or made visible actually is - but the eye icon doesn't update until another different selection in the scene layout is made.
Promising start though.
Also:
I just cannot select limbs in the viewport. Clicking visability icon in the scene tab is laggy.
I can reproduce a bug with the Render Throttle Add-On And Daz2025.
I set my environment to Render Throttle Interactive High.
If you render using the Render Throttle scripts, the viewport will change it's draw mode - this appears random as I've gotten wireframe and texture shaded.
When you then try to reset it to Iray. Daz crashes hard.
Changing from any viewport draw setting to Iray, whether you render with Render Throttle or not, will always crash Daz if you are in Render Throttle interactive draw mode.
While this is probably a Render Throttle issue, I thought I'd at least mention it here.
No, AniMate Lite is part of DAZ Studio 4 itself, you then can buy the serial to unlock the advanced features.
One thing is for sure.
Bad skins are very bad and good skins are very good.
So if your character has a bad skin setup it's going to look much worse in DS6 than it does in DS4.
The difference is night and day.
Ah, that's the problem I'm having with all render modes except Filament and Iray being pitch black. If intended, I don't like this change at all. Who wants to have to reset or reimport my tone mapper settings when switching between Iray and some other render engine? I can understand why people would want the tone mapping to be automatically consistent in results across render engines, so hopefully this is either a step towards that or previous bevahiour.
There is no RSL Editor nor Shader Builder
animate lite is still a plugin, IIRC, and it's not included in this DS 2025 alpha ~
I've met quite a few bugs and crashes, and still there's no settings to tweak font size for UI in this ver. 2025 ?
It was the first time that Daz released an alpha version to all of the users ? If so, what's the purpose of it ? We report bugs / issues in here or fill tickets ?
I won't list down the bugs I've seen... but the draws tyle of Texture Shaded looks pretty different from Ds 4.2x ~~
Okay so a lot of us bought the whole new system to run 50xx cards. And directory not detect missing files. Can you explain why the "Find missing files" button is missing?
The purpose of Alfa is to keep us from tearing our hair out while watching Blender tutorials for newbies that don't get to the point.
and a third-party plug-in at that (unlike GraphMate and KeyMate it has not been purchased by Daz).
For what? Find missing has only even been available for textures, that I can recall.