Ever since the DS 2025 Alpha has been released as a Public Build, the Update and Merge Menus command has not worked for me. It removes all entries from the Favorites and Scripts menus. I have reported that here. I have submitted a help request,which was forwarded to the dev team and immediately marked solved. I posted log files here and also attached to the help request. i wiped out the whole DS 2025 folder and reinstalled, using only a built-in Workspace. Update and Merge Menus still does not work for me, as of 6.25.2025.35308. I can't even find out if it is EXPECTED to work.
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
I believe this is the issue noted in the change log:
Implemented a workaround for a Qt/macOS bug where system memory is quickly consumed when devicePixelRatio is not 1.0 - e.g., 4K displays
High-DPI scaling is effectively disabled on macOS
Prevents the runaway memory situation from occurring at the expense of causing individual UI elements to appear smaller on screen
This workaround is not intended to be permanent
Intention is to allow other aspects of the application to continue testing while a proper solution to the underlying issue is sought
DAZ Studio : Incremented build number to 6.25.2025.34208
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
Yes, on Mac Apple Silicon the resolution is so high (everything is tiny tiny) that DAZ Studio 2025 version 35308 is unusable. I looked in the Preferences and it does not look it be a way to set the resolution?
What I did was just change the display resolution while I am using the Alpha so that everything is bigger and then switched it back when I was done. It is a trade off but, since the Alpha doesn't grab ridiculous amounts of Ram, it is worth it.
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
Yes, on Mac Apple Silicon the resolution is so high (everything is tiny tiny) that DAZ Studio 2025 version 35308 is unusable. I looked in the Preferences and it does not look it be a way to set the resolution?
Can we get this fixed?
I'm sure it will be fixed, probably in the very next Alpha... which might be weeks away.
I'm mildly curious what they were fixing when they broke this, but more importantly... how did they not notice this before releasing the update? It's not like you have to use it for an hour or two before you notice, it's microscopic on launch.
Are there any important update with this version? I'm having a hard time understanding the code language from someone that has no coding experience. The evergreen has 2 posts updated for Dec 19, but I'm not sure which sections of the posts are new updates. It would be helpful if the updated parts were highlighted so quickly know what new features or updates were added with this ALPHA build.
Same behavior for saving a layout still causes DAZ ALPHA to crash. The program becomes unresponsive and must kill/end the program manually. But it still saves the layout which is present when selecting layout. No preview PNG thumbnail is saved like the past ALPHA builds.
So far, with the past several builds, the scripting has been stable and the same where some vendors from adult sites updated their geograft copy materials scripts are still working. So that's good news for those that uses those assets.
The perspective view behavior that I mentioned some post ago is still the same behavior where if an OBJ is far away from the world center and the user focuses on the selected OBJ will be zoomed in or out depending on if they are looking inwards or outwards from the world center coordinates. See the attached video recording for the behavior. (it appears that I cannot upload the video file for some reason...) The red rectangle sits on the world center. I moved the green sphere far from the world center. Ideally, it should fill the viewport screen of the selected OBJ node/bone. Looking towards the world center does this behavior correctly. However, when focusing on the sphere looking away from the world center, the behaviors feels like a camera zooming in, but is capped at a distance. The orbit distance is not consistent and can prove frustrating to work with.
I bring this issue up because working on a large environment makes the navigation process a poor experience, as the "frame" function (ctrl+F) is what I mainly use when moving around and setting up a scene. This example doesn't show the larger issue because when working on large scenes with buildings, walls or other object would be blocking the view when trying to pose a character.
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
Yes, on Mac Apple Silicon the resolution is so high (everything is tiny tiny) that DAZ Studio 2025 version 35308 is unusable. I looked in the Preferences and it does not look it be a way to set the resolution?
Chord sequences are using a sequence of keys as a shortcut, instead of just one key-combination. It increases the number of potential ways to trigger an action. I am not sure where the manager is as a user-accessible feature, though - if it is exposed at all, the entries in the change log relate to using code to acces the features so it may well be an object that is accessed that way.
Are there any important update with this version? I'm having a hard time understanding the code language from someone that has no coding experience. The evergreen has 2 posts updated for Dec 19, but I'm not sure which sections of the posts are new updates. It would be helpful if the updated parts were highlighted so quickly know what new features or updates were added with this ALPHA build.
Same behavior for saving a layout still causes DAZ ALPHA to crash. The program becomes unresponsive and must kill/end the program manually. But it still saves the layout which is present when selecting layout. No preview PNG thumbnail is saved like the past ALPHA builds.
So far, with the past several builds, the scripting has been stable and the same where some vendors from adult sites updated their geograft copy materials scripts are still working. So that's good news for those that uses those assets.
The perspective view behavior that I mentioned some post ago is still the same behavior where if an OBJ is far away from the world center and the user focuses on the selected OBJ will be zoomed in or out depending on if they are looking inwards or outwards from the world center coordinates. See the attached video recording for the behavior. (it appears that I cannot upload the video file for some reason...) The red rectangle sits on the world center. I moved the green sphere far from the world center. Ideally, it should fill the viewport screen of the selected OBJ node/bone. Looking towards the world center does this behavior correctly. However, when focusing on the sphere looking away from the world center, the behaviors feels like a camera zooming in, but is capped at a distance. The orbit distance is not consistent and can prove frustrating to work with.
I bring this issue up because working on a large environment makes the navigation process a poor experience, as the "frame" function (ctrl+F) is what I mainly use when moving around and setting up a scene. This example doesn't show the larger issue because when working on large scenes with buildings, walls or other object would be blocking the view when trying to pose a character.
It isn't possible to fix all issus at once - Daz is, as far as I know, aware of the things you list and they are being or will be investigated and fixed, but not all at once when it is possible to release a new build adressing some changes so that they can be tested and feedback can be given while other things are being worked on.
Appreciate the response Richard. Just wanted to keep listing the bugs/issues with each new builds. Thank you for letting me know that Daz is aware of these issues. It would be helpful if there was a list of known issues that Daz is aware of pinned somewhere. There can be 3 columns for known issues categoriezed such as identified bugs, currently working bugs, and resolved bugs. Or whatever the proper programming terminology. A public trello board would be perfect for this if someone at Daz can manage and maintain it until at least we phase out of the ALPHA build.
I want to bring up another issue that another user pointed out. This issue occurred in one of the least 3 builds. I noticed that when adjusting the Surfaces' textures, that Daz won't update until the viewport is moved slightly. For example, while in texture shaded view, if I changed a character's eye color texture from brown to purple, the purple texture won't show the change unless I slightly nudge the viewport, in which Daz will then update the texture. (Sorry for the endless commas, grammer!). Even adjusting the slider values for the cutout opacity will not update unless the viewport moves.
This new behavior is a minor downgrade that slows down the user's creation process.
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
Yes, on Mac Apple Silicon the resolution is so high (everything is tiny tiny) that DAZ Studio 2025 version 35308 is unusable. I looked in the Preferences and it does not look it be a way to set the resolution?
Can we get this fixed?
I'm sure it will be fixed, probably in the very next Alpha... which might be weeks away.
I'm mildly curious what they were fixing when they broke this, but more importantly... how did they not notice this before releasing the update? It's not like you have to use it for an hour or two before you notice, it's microscopic on launch.
As noted in the change log, this is a Qt bug, prsumably of relatively new minting.
Ever since the DS 2025 Alpha has been released as a Public Build, the Update and Merge Menus command has not worked for me. It removes all entries from the Favorites and Scripts menus. I have reported that here. I have submitted a help request,which was forwarded to the dev team and immediately marked solved. I posted log files here and also attached to the help request. i wiped out the whole DS 2025 folder and reinstalled, using only a built-in Workspace. Update and Merge Menus still does not work for me, as of 6.25.2025.35308. I can't even find out if it is EXPECTED to work.
Resorted to creating a Utilities menu option, since i kept having to rebuild the menues. Now when I do the updates my menu remains since the builtin ones are not used. Not a fix just a work around.
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
Yes, on Mac Apple Silicon the resolution is so high (everything is tiny tiny) that DAZ Studio 2025 version 35308 is unusable. I looked in the Preferences and it does not look it be a way to set the resolution?
Can we get this fixed?
I'm sure it will be fixed, probably in the very next Alpha... which might be weeks away.
I'm mildly curious what they were fixing when they broke this, but more importantly... how did they not notice this before releasing the update? It's not like you have to use it for an hour or two before you notice, it's microscopic on launch.
As noted in the change log, this is a Qt bug, prsumably of relatively new minting.
Ah, found the reference, thanks very much Richard! I'd glanced over it but not far enough back in the logs or as in-depth as I should have, since my eyes had glazed over long before I got there.
Daz 2025 extreme viewport lag during model manipulation with RTX 5060 Ti
Hi everyone! I need some help because I am experiencing unbearable lag in Daz 2025 when posing models. Camera rotation is perfectly smooth, but as soon as I try to move a limb or a bone, the tracking is choppy and extremely slow. I am using an RTX 5060 Ti with the latest drivers.
I have already tried the following settings, but none of them brought any significant improvement:
Camera Headlamp turned off for all cameras.
Backface Culling enabled in the Draw Settings panel.
Manipulation DrawStyle tested with Bounding Box and Wireframe modes.
Manipulation Binding tested with both Optimized and Full values.
Subdivision Updates set to Delayed mode.
SubDivision Level in the viewport set to 0 on the character.
Collision Iterations reduced to 1.
Mesh Resolution set to Base level.
NVIDIA Control Panel Vulkan/OpenGL present method set to DXGI swapchain.
NVIDIA Control Panel Power management mode set to Prefer maximum performance.
NVIDIA Control Panel Vertical Sync turned off.
NVIDIA Control Panel Triple Buffering turned on.
Multi-Threading is enabled in Daz Preferences Interface tab.
Layered Textures slider moved towards Speed in Daz Preferences.
In the Current Hardware Features window, Pixel Buffer and other hardware accelerations are not enabled by the program.
Even after these adjustments, the manipulation speed is terrible. Does anyone have any idea what could be causing this bottleneck with the 50-series cards in the viewport?
Daz 2025 extreme viewport lag during model manipulation with RTX 5060 Ti
Hi everyone! I need some help because I am experiencing unbearable lag in Daz 2025 when posing models. Camera rotation is perfectly smooth, but as soon as I try to move a limb or a bone, the tracking is choppy and extremely slow. I am using an RTX 5060 Ti with the latest drivers.
I have already tried the following settings, but none of them brought any significant improvement:
Camera Headlamp turned off for all cameras.
Backface Culling enabled in the Draw Settings panel.
Manipulation DrawStyle tested with Bounding Box and Wireframe modes.
Manipulation Binding tested with both Optimized and Full values.
Subdivision Updates set to Delayed mode.
SubDivision Level in the viewport set to 0 on the character.
Collision Iterations reduced to 1.
Mesh Resolution set to Base level.
NVIDIA Control Panel Vulkan/OpenGL present method set to DXGI swapchain.
NVIDIA Control Panel Power management mode set to Prefer maximum performance.
NVIDIA Control Panel Vertical Sync turned off.
NVIDIA Control Panel Triple Buffering turned on.
Multi-Threading is enabled in Daz Preferences Interface tab.
Layered Textures slider moved towards Speed in Daz Preferences.
In the Current Hardware Features window, Pixel Buffer and other hardware accelerations are not enabled by the program.
Even after these adjustments, the manipulation speed is terrible. Does anyone have any idea what could be causing this bottleneck with the 50-series cards in the viewport?
Do you have smoothing turned off on all items? Sounds exactly like a problem Ive had with smoothing on clothes/objects especially if 2-3 smoothed object in scene and are on.(If on turn off till pose is correct then turn back on).
Daz 2025 extreme viewport lag during model manipulation with RTX 5060 Ti
Hi everyone! I need some help because I am experiencing unbearable lag in Daz 2025 when posing models. Camera rotation is perfectly smooth, but as soon as I try to move a limb or a bone, the tracking is choppy and extremely slow. I am using an RTX 5060 Ti with the latest drivers.
I have already tried the following settings, but none of them brought any significant improvement:
Camera Headlamp turned off for all cameras.
Backface Culling enabled in the Draw Settings panel.
Manipulation DrawStyle tested with Bounding Box and Wireframe modes.
Manipulation Binding tested with both Optimized and Full values.
Subdivision Updates set to Delayed mode.
SubDivision Level in the viewport set to 0 on the character.
Collision Iterations reduced to 1.
Mesh Resolution set to Base level.
NVIDIA Control Panel Vulkan/OpenGL present method set to DXGI swapchain.
NVIDIA Control Panel Power management mode set to Prefer maximum performance.
NVIDIA Control Panel Vertical Sync turned off.
NVIDIA Control Panel Triple Buffering turned on.
Multi-Threading is enabled in Daz Preferences Interface tab.
Layered Textures slider moved towards Speed in Daz Preferences.
In the Current Hardware Features window, Pixel Buffer and other hardware accelerations are not enabled by the program.
Even after these adjustments, the manipulation speed is terrible. Does anyone have any idea what could be causing this bottleneck with the 50-series cards in the viewport?
Do you have smoothing turned off on all items? Sounds exactly like a problem Ive had with smoothing on clothes/objects especially if 2-3 smoothed object in scene and are on.(If on turn off till pose is correct then turn back on).
And the worst smoothing viewport delays are caused by having Interactive Update turn On. Make sure that is Off for all smoothed items.
Ever since the DS 2025 Alpha has been released as a Public Build, the Update and Merge Menus command has not worked for me. It removes all entries from the Favorites and Scripts menus. I have reported that here. I have submitted a help request,which was forwarded to the dev team and immediately marked solved. I posted log files here and also attached to the help request. i wiped out the whole DS 2025 folder and reinstalled, using only a built-in Workspace. Update and Merge Menus still does not work for me, as of 6.25.2025.35308. I can't even find out if it is EXPECTED to work.
It appears to be a remnant from DS4 (which has been fixed in DS4). It is being investigated I believe.
What I did was just change the display resolution while I am using the Alpha so that everything is bigger and then switched it back when I was done. It is a trade off but, since the Alpha doesn't grab ridiculous amounts of Ram, it is worth it.
I'm having a hard time bringing the resolution down below 1080p from 4k; at 1080p, everything is still way too small to work. I'll dig into the monitor itself more...
Ever since the DS 2025 Alpha has been released as a Public Build, the Update and Merge Menus command has not worked for me. It removes all entries from the Favorites and Scripts menus. I have reported that here. I have submitted a help request,which was forwarded to the dev team and immediately marked solved. I posted log files here and also attached to the help request. i wiped out the whole DS 2025 folder and reinstalled, using only a built-in Workspace. Update and Merge Menus still does not work for me, as of 6.25.2025.35308. I can't even find out if it is EXPECTED to work.
It appears to be a remnant from DS4 (which has been fixed in DS4). It is being investigated I believe.
This is the worst Alpha so far. I didn't have as much trouble with previous Alphas.
This latest Alpha randomly confuses texture maps and applys them to the wrong objects. It is not a corrupted file, because the same scene works flawless in the general release.
This is the worst Alpha so far. I didn't have as much trouble with previous Alphas.
This latest Alpha randomly confuses texture maps and applys them to the wrong objects. It is not a corrupted file, because the same scene works flawless in the general release.
Are they actualy wrong in the Surfaces pane or just in the Viewport? Does it affect al drawstyles that show maps, or is it specific to one (e.g. Iray)?
This is the worst Alpha so far. I didn't have as much trouble with previous Alphas.
This latest Alpha randomly confuses texture maps and applys them to the wrong objects. It is not a corrupted file, because the same scene works flawless in the general release.
Are they actualy wrong in the Surfaces pane or just in the Viewport? Does it affect al drawstyles that show maps, or is it specific to one (e.g. Iray)?
The textures are correct in the surface tab, but wrong in the rendered object.
Again, it is hard to reproduce, because it occeur randomly. The same scene in the 4.24 general release is rendered correctly.
This is the worst Alpha so far. I didn't have as much trouble with previous Alphas.
This latest Alpha randomly confuses texture maps and applys them to the wrong objects. It is not a corrupted file, because the same scene works flawless in the general release.
Are they actualy wrong in the Surfaces pane or just in the Viewport? Does it affect al drawstyles that show maps, or is it specific to one (e.g. Iray)?
The textures are correct in the surface tab, but wrong in the rendered object.
Again, it is hard to reproduce, because it occeur randomly. The same scene in the 4.24 general release is rendered correctly.
Maybe it is the same issue we had with some other products no rendering correctly in the DS6 Alpha, but rendering fine in DS 4.24. I think either Richard Haseltine or Doctorjellybean later posted a diagnosis of what was wrong. I'll see if I can find that message in this thread somewhere.
Maybe it is the same issue we had with some other products no rendering correctly in the DS6 Alpha, but rendering fine in DS 4.24. I think either Richard Haseltine or Doctorjellybean later posted a diagnosis of what was wrong. I'll see if I can find that message in this thread somewhere.
Maybe it is the same issue we had with some other products no rendering correctly in the DS6 Alpha, but rendering fine in DS 4.24. I think either Richard Haseltine or Doctorjellybean later posted a diagnosis of what was wrong. I'll see if I can find that message in this thread somewhere.
IIRC turn off subdivision due to bad content.
We had a long discussion back in August here in the forum. Richard Haseltine was able to reproduce the problem. Here is a link to the section of the forum where Richard is reproducing our reports of the problem.
If the content is "bad", why does it work fine in DS 4.24? Are there changes in DS6 that need to be improved to handle content that works in DS 4.24, or is this a case where the old "bad" content will no longer work going forward?
Maybe it is the same issue we had with some other products no rendering correctly in the DS6 Alpha, but rendering fine in DS 4.24. I think either Richard Haseltine or Doctorjellybean later posted a diagnosis of what was wrong. I'll see if I can find that message in this thread somewhere.
IIRC turn off subdivision due to bad content.
We had a long discussion back in August here in the forum. Richard Haseltine was able to reproduce the problem. Here is a link to the section of the forum where Richard is reproducing our reports of the problem.
If the content is "bad", why does it work fine in DS 4.24? Are there changes in DS6 that need to be improved to handle content that works in DS 4.24, or is this a case where the old "bad" content will no longer work going forward?
And before anyone starts with But, automating a "fix" for loading bad content would cause all loading to "pay the price" (slow down) on the chance that something being loaded has the issue.
I suppose a script/plugin could be written that looked for these types of issues and then corrects them - props would be easier to handle than figures, since there are no weight maps and a lesser likelihood of morphs to correct in the same way that the geometry is corrected. Anyone with enough desire/determination could with the available/exposed API could write the script/plugin.
Maybe it is the same issue we had with some other products no rendering correctly in the DS6 Alpha, but rendering fine in DS 4.24. I think either Richard Haseltine or Doctorjellybean later posted a diagnosis of what was wrong. I'll see if I can find that message in this thread somewhere.
IIRC turn off subdivision due to bad content.
We had a long discussion back in August here in the forum. Richard Haseltine was able to reproduce the problem. Here is a link to the section of the forum where Richard is reproducing our reports of the problem.
If the content is "bad", why does it work fine in DS 4.24? Are there changes in DS6 that need to be improved to handle content that works in DS 4.24, or is this a case where the old "bad" content will no longer work going forward?
And before anyone starts with But, automating a "fix" for loading bad content would cause all loading to "pay the price" (slow down) on the chance that something being loaded has the issue.
I suppose a script/plugin could be written that looked for these types of issues and then corrects them - props would be easier to handle than figures, since there are no weight maps and a lesser likelihood of morphs to correct in the same way that the geometry is corrected. Anyone with enough desire/determination could with the available/exposed API could write the script/plugin.
I thought you had posted something, but I couldn't find it when I looked. 50-some pages is a lot to look through! Thanks for the reminder link.
Comments
Ever since the DS 2025 Alpha has been released as a Public Build, the Update and Merge Menus command has not worked for me. It removes all entries from the Favorites and Scripts menus. I have reported that here. I have submitted a help request,which was forwarded to the dev team and immediately marked solved. I posted log files here and also attached to the help request. i wiped out the whole DS 2025 folder and reinstalled, using only a built-in Workspace. Update and Merge Menus still does not work for me, as of 6.25.2025.35308. I can't even find out if it is EXPECTED to work.
Well, I just had a strange experience on my Apple Silicon iMac. I went to DIM and say an new Daz Studio 2025 Alpha update which I went and installed. After opening it, I found that all the scaling was off and that everything was so small that text was pretty much unreadable. That was interesting. I created a scene with a dforce object in it; dforce and rendering worked. I rotated the scene multiple times and the Activity Monitor did not have that vast jump in the amount of memory used. However, I had to temporarily adjust the resolution of my screen to make the program usable. So I should decide tonight if I will roll back to the previous Alpha or proceed forward with this one...
I believe this is the issue noted in the change log:
Yes, on Mac Apple Silicon the resolution is so high (everything is tiny tiny) that DAZ Studio 2025 version 35308 is unusable. I looked in the Preferences and it does not look it be a way to set the resolution?
Can we get this fixed?
What I did was just change the display resolution while I am using the Alpha so that everything is bigger and then switched it back when I was done. It is a trade off but, since the Alpha doesn't grab ridiculous amounts of Ram, it is worth it.
I'm sure it will be fixed, probably in the very next Alpha... which might be weeks away.
I'm mildly curious what they were fixing when they broke this, but more importantly... how did they not notice this before releasing the update? It's not like you have to use it for an hour or two before you notice, it's microscopic on launch.
Public Alpha (6.25.2025.35308) mentions chord sequence manager. What is chord sequence manager?
Are there any important update with this version? I'm having a hard time understanding the code language from someone that has no coding experience. The evergreen has 2 posts updated for Dec 19, but I'm not sure which sections of the posts are new updates. It would be helpful if the updated parts were highlighted so quickly know what new features or updates were added with this ALPHA build.
Same behavior for saving a layout still causes DAZ ALPHA to crash. The program becomes unresponsive and must kill/end the program manually. But it still saves the layout which is present when selecting layout. No preview PNG thumbnail is saved like the past ALPHA builds.
So far, with the past several builds, the scripting has been stable and the same where some vendors from adult sites updated their geograft copy materials scripts are still working. So that's good news for those that uses those assets.
The perspective view behavior that I mentioned some post ago is still the same behavior where if an OBJ is far away from the world center and the user focuses on the selected OBJ will be zoomed in or out depending on if they are looking inwards or outwards from the world center coordinates. See the attached video recording for the behavior. (it appears that I cannot upload the video file for some reason...) The red rectangle sits on the world center. I moved the green sphere far from the world center. Ideally, it should fill the viewport screen of the selected OBJ node/bone. Looking towards the world center does this behavior correctly. However, when focusing on the sphere looking away from the world center, the behaviors feels like a camera zooming in, but is capped at a distance. The orbit distance is not consistent and can prove frustrating to work with.
I bring this issue up because working on a large environment makes the navigation process a poor experience, as the "frame" function (ctrl+F) is what I mainly use when moving around and setting up a scene. This example doesn't show the larger issue because when working on large scenes with buildings, walls or other object would be blocking the view when trying to pose a character.
See the change log quoted in a post just before yours (I assume you cross-posted) https://www.daz3d.com/forums/discussion/comment/9396501/#Comment_9396501
Chord sequences are using a sequence of keys as a shortcut, instead of just one key-combination. It increases the number of potential ways to trigger an action. I am not sure where the manager is as a user-accessible feature, though - if it is exposed at all, the entries in the change log relate to using code to acces the features so it may well be an object that is accessed that way.
It isn't possible to fix all issus at once - Daz is, as far as I know, aware of the things you list and they are being or will be investigated and fixed, but not all at once when it is possible to release a new build adressing some changes so that they can be tested and feedback can be given while other things are being worked on.
Appreciate the response Richard. Just wanted to keep listing the bugs/issues with each new builds. Thank you for letting me know that Daz is aware of these issues. It would be helpful if there was a list of known issues that Daz is aware of pinned somewhere. There can be 3 columns for known issues categoriezed such as identified bugs, currently working bugs, and resolved bugs. Or whatever the proper programming terminology. A public trello board would be perfect for this if someone at Daz can manage and maintain it until at least we phase out of the ALPHA build.
I want to bring up another issue that another user pointed out. This issue occurred in one of the least 3 builds. I noticed that when adjusting the Surfaces' textures, that Daz won't update until the viewport is moved slightly. For example, while in texture shaded view, if I changed a character's eye color texture from brown to purple, the purple texture won't show the change unless I slightly nudge the viewport, in which Daz will then update the texture. (Sorry for the endless commas, grammer!). Even adjusting the slider values for the cutout opacity will not update unless the viewport moves.
This new behavior is a minor downgrade that slows down the user's creation process.
As noted in the change log, this is a Qt bug, prsumably of relatively new minting.
Resorted to creating a Utilities menu option, since i kept having to rebuild the menues. Now when I do the updates my menu remains since the builtin ones are not used. Not a fix just a work around.
Ah, found the reference, thanks very much Richard! I'd glanced over it but not far enough back in the logs or as in-depth as I should have, since my eyes had glazed over long before I got there.
Daz 2025 extreme viewport lag during model manipulation with RTX 5060 Ti
Hi everyone! I need some help because I am experiencing unbearable lag in Daz 2025 when posing models. Camera rotation is perfectly smooth, but as soon as I try to move a limb or a bone, the tracking is choppy and extremely slow. I am using an RTX 5060 Ti with the latest drivers.
I have already tried the following settings, but none of them brought any significant improvement:
Camera Headlamp turned off for all cameras.
Backface Culling enabled in the Draw Settings panel.
Manipulation DrawStyle tested with Bounding Box and Wireframe modes.
Manipulation Binding tested with both Optimized and Full values.
Subdivision Updates set to Delayed mode.
SubDivision Level in the viewport set to 0 on the character.
Collision Iterations reduced to 1.
Mesh Resolution set to Base level.
NVIDIA Control Panel Vulkan/OpenGL present method set to DXGI swapchain.
NVIDIA Control Panel Power management mode set to Prefer maximum performance.
NVIDIA Control Panel Vertical Sync turned off.
NVIDIA Control Panel Triple Buffering turned on.
Multi-Threading is enabled in Daz Preferences Interface tab.
Layered Textures slider moved towards Speed in Daz Preferences.
In the Current Hardware Features window, Pixel Buffer and other hardware accelerations are not enabled by the program.
Even after these adjustments, the manipulation speed is terrible. Does anyone have any idea what could be causing this bottleneck with the 50-series cards in the viewport?
Do you have smoothing turned off on all items? Sounds exactly like a problem Ive had with smoothing on clothes/objects especially if 2-3 smoothed object in scene and are on.(If on turn off till pose is correct then turn back on).
And the worst smoothing viewport delays are caused by having Interactive Update turn On. Make sure that is Off for all smoothed items.
It appears to be a remnant from DS4 (which has been fixed in DS4). It is being investigated I believe.
I'm having a hard time bringing the resolution down below 1080p from 4k; at 1080p, everything is still way too small to work. I'll dig into the monitor itself more...
This is the worst Alpha so far. I didn't have as much trouble with previous Alphas.
This latest Alpha randomly confuses texture maps and applys them to the wrong objects. It is not a corrupted file, because the same scene works flawless in the general release.
Are they actualy wrong in the Surfaces pane or just in the Viewport? Does it affect al drawstyles that show maps, or is it specific to one (e.g. Iray)?
The textures are correct in the surface tab, but wrong in the rendered object.
Again, it is hard to reproduce, because it occeur randomly. The same scene in the 4.24 general release is rendered correctly.
Maybe it is the same issue we had with some other products no rendering correctly in the DS6 Alpha, but rendering fine in DS 4.24. I think either Richard Haseltine or Doctorjellybean later posted a diagnosis of what was wrong. I'll see if I can find that message in this thread somewhere.
IIRC turn off subdivision due to bad content.
We had a long discussion back in August here in the forum. Richard Haseltine was able to reproduce the problem. Here is a link to the section of the forum where Richard is reproducing our reports of the problem.
If the content is "bad", why does it work fine in DS 4.24? Are there changes in DS6 that need to be improved to handle content that works in DS 4.24, or is this a case where the old "bad" content will no longer work going forward?
See my post
https://www.daz3d.com/forums/discussion/comment/9364716/#Comment_9364716
And before anyone starts with But, automating a "fix" for loading bad content would cause all loading to "pay the price" (slow down) on the chance that something being loaded has the issue.
I suppose a script/plugin could be written that looked for these types of issues and then corrects them - props would be easier to handle than figures, since there are no weight maps and a lesser likelihood of morphs to correct in the same way that the geometry is corrected. Anyone with enough desire/determination could with the available/exposed API could write the script/plugin.
I thought you had posted something, but I couldn't find it when I looked. 50-some pages is a lot to look through! Thanks for the reminder link.
https://www.daz3d.com/blog/daz-studio-2025-alpha-updates
I don't understand... but it's possible to open multiple Content Library panes in Alpha now ? How to make it work ?
http://docs.daz3d.com/doku.php/public/software/dazstudio/6/change_log#public_alpha_625202512207
https://www.daz3d.com/forums/discussion/comment/9137796/#Comment_9137796 - see the entry for Content Library under the Panes heading
Context menu in viewport still randomly(?) stops working and I need to restart DAZ.