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But having renders take 10 times or more longer isn't.
I'm curious, your comments seem to be saying you have no lag in DAZ 6 when using "texture shaded" view mode. If that is true for you then I'm jealous because I have significant lag and jumpiness when moving the "perspective view" in DAZ 6 particularly when using the "View: Vantage/Orbit" tool. It is significantly less than it was in the earlier alpha and beta releases of DAZ 6 but it is definately not gone. In DAZ 4.24 there is no lag and no jumpiness in "texture shaded" mode at all. I'm switching back and forth between 4.24 and 6 frequently because I am very used to the scripts/plugins I own which do not work yet in 6 but I have a 5090 video card so rendering must be done in 6. Moving back and forth between the two versions frequently makes the difference in viewport behavior quite obvious. I should say that I never use "Nvidia IRAY" mode in the viewport because it's always been too slow for my taste.
Some people are complaining about lag and mean Texture Sahded (which I am not seeing either), other seem to mean Iray (I can move in Iray, but moving stuff around is not previewed). This is why I keep saying that it isn't clear that there is a single issue, and it certainly doesn't seem to be universal.
I've only used 6.25.2026.14722 And I just use the view controls by the cube. I'm not seeing any lag at all orbiting or anything else in texture shaded. Could be because I'm mostly refining some G8.1 and G9 characters with assorted geografts for a long series of renders telling a story but haven't got to the complex actual scenes yet - but I didn't see any when I was loading up some full scenes set up before I started with 6 to do a few extra renders from the previous story. The lag in vieport Iray drawstyle is terrible, though.
I’d like to point out something that has always struck me as poorly designed from an ergonomic standpoint.
The render window has two buttons in the bottom right corner: “Save” and “Close.”
I wonder why there’s a “Close” button, since you can close the window using the system’s standard interface buttons (Windows or macOS) at the top of the window.
Furthermore, it can cause confusion, and you might accidentally click “Close,” resulting in the loss of the rendering work, which may have taken a significant amount of processing time.
I simply suggest removing the “Close” button.
Why was the Display Optimization and Pixel Buffer not included in Daz Studio 6?
https://docs.daz3d.com/public/software/dazstudio/6/change_log - version 6.25.2025.14815
I've done that. You can then go to File::Save Last Render to recover it.
Richard, the link doesn't work. It is processed as: https://docs.daz3d.com/public/software/dazstudio/6/change_log 6.25.2025.14815.
I was using Firefox browser. It has %C2%A0 in it. I can't get the forum to display this link text as shown in the address bar of the browser, no matter how many times I edit this message.
Weird, it was trreating the space and the version number after it as part of the URL. I think that is fixed now.
Yes, you fixed it. Thanks.
Thank you for this tip—it would have saved me some frustration in the past.
That said, I still think that some aspects of the interface could be revised to improve efficiency.
I would like to report a serious display scaling issue in DAZ Studio 6 that significantly affects the usability of the Iray viewport and render preview on high-resolution displays.
I am using a 3440 × 1440 ultrawide monitor at its native recommended resolution. At 100% Windows display scaling, the Iray viewport is displayed correctly. However, at 125% Windows scaling, DAZ Studio 6 shows severe aliasing and very obvious stair-stepping along object edges. This is not a subtle difference in sharpness – the artifacts are large enough to make it difficult to properly judge edges, lighting, shadows and fine details in the Iray preview.
After testing this extensively, it appears that DAZ Studio 6 is not rendering the Iray viewport at the actual physical pixel resolution of the scaled viewport. Instead, it seems to render at the unscaled 100% logical resolution and then enlarge that image by the Windows scaling factor.
“Save Last View” makes this particularly obvious. With Windows scaling set to 125%, the saved image is approximately 20% smaller in width and height than the image as it is displayed inside DAZ Studio, which is exactly what would be expected if a 100% image were being enlarged to 125% for display. Most importantly, the image produced by “Save Last View” does NOT contain the severe aliasing artifacts visible inside DAZ Studio. Resizing the viewport does not solve the problem either; the same scaling relationship and the same artifacts remain.
This also affects the display of normal renders. The actual rendered/saved image is correct, but DAZ Studio displays it enlarged according to the Windows scaling factor, so the render preview itself suffers from the same poor scaling. As a result, I cannot even reliably judge the finished render inside DAZ Studio and have to save the image and open it in another application to see what it actually looks like.
I have also updated to the latest NVIDIA Studio Driver, with no change. The monitor is running at its correct native resolution, and both the desktop resolution and active signal resolution are 3440 × 1440. Most importantly, older versions of DAZ Studio do not exhibit this behavior under the same display scaling conditions. This therefore appears to be a regression in DAZ Studio 6 rather than a problem with Windows, the monitor, the GPU or Iray itself.
Setting Windows scaling to 100% is not a reasonable workaround. On a modern high-resolution monitor, the entire DAZ Studio interface – menus, icons, buttons, panels and text – becomes far too small for comfortable everyday use. Windows display scaling exists precisely so that high-resolution displays can be used without making application interfaces microscopic.
I find this particularly frustrating because accurate visual feedback is one of the most fundamental requirements of a rendering application. The entire purpose of using the Iray viewport is to evaluate the scene before committing to a final render: lighting along edges, shadows, reflections, skin and material response, hair silhouettes, fine surface details, depth of field and many other visual properties. If the viewport itself introduces severe aliasing that is not present in the actual render, I can no longer reliably tell whether something I see is part of my scene or simply an artifact caused by DAZ Studio’s display scaling.
Having to render an image, save it, open it in an external application, evaluate it there, return to DAZ Studio, make an adjustment and repeat the process defeats much of the purpose of having an interactive Iray preview in the first place.
I understand that DAZ Studio 6 contains major technical changes and that bugs can occur during such a transition. However, support for standard Windows scaling values such as 125% or 150% is not an unusual or niche use case in 2026. High-resolution and ultrawide monitors are extremely common among exactly the kind of users who work with graphics and rendering software.
I have invested in a large DAZ content library over the years, and it is extremely disappointing to see constant new products, promotions and sales while such a fundamental problem in the software used to actually work with that content remains unresolved. I do not expect software to be completely free of bugs, but I do expect a rendering application to display its own renders and Iray previews correctly at standard Windows display scaling settings.
Please treat this as more than a cosmetic UI issue. It directly interferes with one of DAZ Studio’s core workflows. I would appreciate confirmation that this issue is known and being worked on, and, if possible, information about when a proper fix can be expected.
A Nvidea RTX renderer in DAZ Studio like Reallusion and NvideaOmniverse have, would be really nice inside DAZ Studio.
Thought I'd give DS6 a go this morning and I'm now uninstalling it.
Absolutely ZERO improvement over DS4 in terms of loading and clearing times. Render time on a 3080Ti is INCREASED while quality is REDUCED. Tested back to back on the exact same scene (can't post here is it's NSFW). If anything, DS4 loaded and cleared the scene quicker.
On rendering, did your driver meet the minimum version requirements for Iray in DS 6? It does require newer drivers than DS4's Iray,
Also, since DS6 has separate settings, there could be some other setting in DS6 that is different than the Ds4 setting. A critical one would be the selections in the Hardware tab of the Render Settings pane.
Well it must have, otherwise it wouldn't have rendered?
First thing I checked before doing anything were all the settings.
I can confirm that what Mino96 reports is true in my case also, at least with the latest branches of the nvidia drivers.
It could have used the CPU (CPU Fallback is non by default)
First setting I change when installing. I want to know immediately that the GPU isn't being used.
The size of most of my scenes, they tend to use CPU as well as GPU anyway. GPU is pretty much maxed out on most 4k renders I do.
I believe that if a scene doesn't fit into your VRAM, DS doesn't use the graphics card at all. So it can't use both CPU and GPU.
Memory permitting it can use both, though that is a differnt setting from CPU Fallback. However, whether that is faster than GPU alone does seem to vary.