Phantasm Gown by Leviathan
https://www.daz3d.com/dforce-phantasm-gown-outfit-for-genesis-9
I've tried a dozen different ways to get this dForce dress to lay correctly on this pose. And you'll note, this pose isn't out there. Her legs are crossed. And about half way along the timeline, her front legs starts to poke through the gown. I have no idea what to try modifying. I've turned off self-collide. It takes 20 minutes for the simulation to run, at a minimum and I have an i9-14000 processor with 128 GB of physical RAM.
The single blip at frame 15 of the timeline is the figure's entire pose (click Hip, select all children, control-click figure. Click on timeline. Create Nodes (from selection)). There are no other entries in the timeline for this or any other assets.
Invariably I end up with a huge fuzzball of cloth. It seems like her feet cause the issue at frame 5 or 6. (I deleted the shoes seen in the image.) I tried hiding her feet and their children. Didn't help.
(I have dForce Companion. But for this, I've removed everything in the scene with a dynamic dForce node. And I hit Simulate on the Simulation tab to start the simulation.)
Does any of this matter? 2025-09-28 10:37:41.113 [INFO] :: Spring(8816, 8817) of node "Phantasm Gown" extended: rest length < collsion offset (0.194337 < 0.20001) 2025-09-28 10:37:41.114 [INFO] :: Spring(8818, 8820) of node "Phantasm Gown" extended: rest length < collsion offset (0.188249 < 0.20001) 2025-09-28 10:37:41.115 [INFO] :: Spring(10315, 11478) of node "Phantasm Gown" extended: rest length < collsion offset (0.14974 < 0.20001) 2025-09-28 10:37:41.116 [INFO] :: Spring(12372, 12374) of node "Phantasm Gown" extended: rest length < collsion offset (0.136945 < 0.20001) 2025-09-28 10:37:41.118 [INFO] :: Spring(14985, 17942) of node "Phantasm Gown" extended: rest length < collsion offset (0.0884661 < 0.20001) 2025-09-28 10:37:41.118 [INFO] :: Spring(15054, 17267) of node "Phantasm Gown" extended: rest length < collsion offset (0.190228 < 0.20001) 2025-09-28 10:37:41.119 [INFO] :: Spring(16313, 17939) of node "Phantasm Gown" extended: rest length < collsion offset (0.0966472 < 0.20001) 2025-09-28 10:37:41.120 [INFO] :: Spring(16314, 39069) of node "Phantasm Gown" extended: rest length < collsion offset (0.140624 < 0.20001) 2025-09-28 10:37:41.121 [INFO] :: Spring(17214, 39067) of node "Phantasm Gown" extended: rest length < collsion offset (0.0785853 < 0.20001) 2025-09-28 10:37:41.122 [INFO] :: Spring(17268, 17269) of node "Phantasm Gown" extended: rest length < collsion offset (0.0579374 < 0.20001) 2025-09-28 10:37:41.123 [INFO] :: Spring(17940, 39068) of node "Phantasm Gown" extended: rest length < collsion offset (0.100245 < 0.20001) 2025-09-28 10:37:41.124 [INFO] :: Spring(17960, 17961) of node "Phantasm Gown" extended: rest length < collsion offset (0.173738 < 0.20001) 2025-09-28 10:37:41.126 [INFO] :: Spring(22093, 43774) of node "Phantasm Gown" extended: rest length < collsion offset (0.175753 < 0.20001) 2025-09-28 10:37:41.131 [INFO] :: Spring(43529, 43774) of node "Phantasm Gown" extended: rest length < collsion offset (0.149546 < 0.20001) 2025-09-28 10:37:41.132 [INFO] :: Spring(43687, 43694) of node "Phantasm Gown" extended: rest length < collsion offset (0.185224 < 0.20001) 2025-09-28 10:37:41.133 [INFO] :: Spring(43687, 43773) of node "Phantasm Gown" extended: rest length < collsion offset (0.0845915 < 0.20001) 2025-09-28 10:37:41.134 [INFO] :: Spring(43687, 43774) of node "Phantasm Gown" extended: rest length < collsion offset (0.176305 < 0.20001) 2025-09-28 10:37:41.134 [INFO] :: Spring(43694, 43773) of node "Phantasm Gown" extended: rest length < collsion offset (0.13257 < 0.20001) 2025-09-28 10:37:41.135 [INFO] :: Spring(43773, 43774) of node "Phantasm Gown" extended: rest length < collsion offset (0.130304 < 0.20001) 2025-09-28 10:37:41.136 [INFO] :: Spring(44709, 44797) of node "Phantasm Gown" extended: rest length < collsion offset (0.139145 < 0.20001) 2025-09-28 10:37:41.137 [INFO] :: Spring(47175, 47207) of node "Phantasm Gown" extended: rest length < collsion offset (0.176001 < 0.20001) 2025-09-28 10:37:41.143 [INFO] :: Shortest spring had length: 0.0579374 2025-09-28 10:39:45.699 [INFO] :: Total Simulation Time: 2 minutes 5.77 seconds

Comments
Edges shorter than the collision offset can be an issue as the simulation keeps extending them, so they exceed the offset, which adds tension, which it needs to diffuse away, at which they are shorter than the offset so it needs to extend them.... If there ar a lot of edges like that it can lead to a rjnaway process that pumps more and more energy into the ssimulation until the item explodes. I am surprised that few affected edges would trigger an explosion, but adding more subframes or iterations per sub-frame may help it control the process.
As for the poke-through, try using the screen resolution for the collider (the Genesis figure), Best Colision detection, or more iterations - probably a mix of all. You might also try inserting a cylinder with a higher number of divisions on top of the shins to make a shield for the outfit to collide with.
The screen resolution???
Does the cylinder need a static dForce surface?
I also hid her left hand. I hadn't tried increasing "everything", I suppose. Can't really remember all the different things I tried. I wasn't sure where to put the cylinder. But this worked the first time.
It's Collision Mesh Resolution on your screenshot: it allows asking Daz Studio to run the simulation using the Viewport SubD Level for objects converted to SubD instead of their base resolution.
Switching Collision Mode to Best usually also help with such problem (and is the first step I would try)
I will endeavor to remember trying this first the next time. Increasing the iterations and frames did work. (Although, I did modify subd directly, so maybe this is what worked. If I had time, I'd experiment more.)
Only if you want to tweak its settings (e.g. the friction) - if an object is a collider (which be default every object in the scene is) then it will be treated as a static surface with default settings if it isn't a dynamic surface.