a little talk about "genesis family and it's future(1, 2, 3, 8 and maybe future 9??)
well compared with most of peoples here i'm really a lot "new" to DAZ (but it did already did a huge damage to my pockets
) but at first i really liked it, it really help a lot to my line of work which is game design, i can grab a lot of things and reduce months or even years or work and peoples working on it.
I've coming from CC3 after get a lot frustrated with it and it's limitations and bugs, then while daz does have it's own issues (specially which some payed features would be good and make more sense if was "free"(part of the program) with the program like the decimator) it's still a lot at front of CC3 not just by the huge library but also it's characters which are what bought me to stick with daz and almost give up on CC3 which are my main point here.
i've decided to work with GEN8 because was the new one and getting more content and content with more quality, which also can be a issue too since "quality" here means "more polygons" and by more i means insane amount, i can understand which most of the content here is made for "render" and not for animation or game design the famous "fibermesh" and others things like really high poly outfits(even without high resolution) are really a pain even to load inside daz, my machine is a i7 with a gtx1070 and 16 giga ram and when the character alone already around 500k+ the program already start to lag a lot(what is opposite when i'm using unreal engine where it' can easy load the same character and not start to slow down), in some cases going too high also can means a little "bad work" and a little lazynes(no offense to anyone and not saying the artists do really amazing jobs)since is more easy to have a really high polly asset than have to retopology and make a lot of work to make it's look better without need that high ammount of polygons and bla bla bla.
But after comparing G1, G2, G3 and G8, i would say which if not was for it being a little too old and the fact which i've alread invested a lot in G8, maybe for my case G2, would be the best option, because it was the one with the "best base polygons" in my opnion, being around 22k, make it almost perfect and don't look " low poly" when in base as like 16k can look( at las tin shoulders), i would love if the next generation would be around that number like G2 was, or at last like between 20 and maybe 25k what is good enough to make the character really looks all round without any square, to be fair G8 still look very good with it's 16k poly but it would look better really being around 20k, specially with today machines.
This something i really would hope to see for the next generation a "increase in polygons" for the character base, don't need to go crazy like it was in milleniun victoria and michael 4 which are around 70k base(basically a doubled version of genesis 3 or 8), for a character base for game design and also for amateur animation being around 20 to max of 24k is a very good number which in high resolution would bring amazing details for some artists.
would be cool if they could mix the poly account of g2 with the power and versatility of g8 to make a really cool ne generation.
Another thing i would love would be daz would become more popular among indie devs like me to maybe make the artists start to also worry more for that side and be more "game friendly" with they works
in the future and maybe in next generation we could get some works being less "polygons or maybe a sort of release of 2 versions" one for render peoples which not care about poly count and one more game friendly with a more controlled number of polygons to attract more peoples to buy things here.
I really love this place and really my only complain is which while in "base" it can be very game dev friendly(with some features which can be used for that) when comes to content it's in general a lot very scare lol and complicated, you can still find some good works which are still "friendly" but you need to dig a lot for that.
what is your favorite generation???
for what reason?
and what you would love to see in the next one???

Comments
If you're doing game level animation and don't care about "photorealism" then sure you should get gen2 or gen3. Gen8 is too much for you. For me gen8 is barely enough. Now that it is getting dynamic hair natively I'm much happier. I'd be happier still with soft body physics but a person can dream.
Integration with any and all other 3d programs and standards is key imo. I'd love it if DAZ put more effort into this.
Integrating into other programs is a two way street. While I'm sure DAZ would be open to such projects, there would have to be interest from outside parties as well. Take the whole Genesis into Poser debacle. When customers wanted the ability to use Genesis in Poser, it was left up to DAZ ( and eventually customers) to come up with a solution. Smith Micro showed zero interest in integrating the Genesis lines into Poser, or developing similar functionality to Daz Studio and Genesis.
Other companies like Autodesk and Newtek would have be interested in developing a method of integrating Genesis into their respective programs. Until then we're left with more "brute force" methods of getting Genesis into these programs, such as FBX and OBJ porting.
It would be pointless for me to get involved in this discussion since your needs, goals and desires (game dev) are very different than the majority of users here and as such we have very different paths we want DAZ development to take. I want DAZ to make more realistic, higher poly assets and to utilize all the features inside Daz Studio more, including ones I'd like to see added to make DS even better so users have less of a reason to explore using DAZ assets outside of Daz Studio for their designed purpose. It's like one road leads to the unity asset store and the other to CGSociety. While both involve 3D, it's 2 very different paths to two very different destinations.
for the record, I am a gemer and a game developer having done mods for several games and design for a couple of studios, so I know what you are going thru trying to make DAZ assets work in a game engine, I have done it many times. I also love 3D imagery and love this aspect of 3D and work hard to keep them separate. I guess time will tell what path DAZ decides to take
I think time has already told. Daz made an initial attempt to make their products available to Unity game developers through Morph3D, but that business apparently never took off. With Genesis 8, it seems pretty clear DAZ is pushing for more realistic characters, as their lineup features a far more varied set of characters, spanning a wider range of ages and a slightly more expanded range of ethnicities than previous generations.
Like I said, if DAZ is going to move into more mainstream business, they're going to have to attract interest from more mainstream companies and customers. That means showing that their products can not only stand toe-to-toe with heavy hitters like Maya, but also that they can offer something that those heavy hitters can't.
Daz genesis 2
I likely have very nearly every morph ever created for G2 as well as my favorites
ported from Mill 3 thru genesis 1 via the GENX 2 plugin.
And complete compatibilty with All previous animation Data
I am also a clothing content developer who has Zero need for clothing provided by
Daz or their PA's so I can stay with Older Genesis generations and support them myself indefinately
G8 was Dead on Arrival for me and any future genesis version will be equally
as useless to me,and as long as there is no proper human IK solver in DAZ Studio
as we have in Iclone.
Until then I will remain with G2 and Daz Studio 4.8 with Iclone pro pipeline as
I dont render in Daz studio but in Maxon C4D Via .obj /MDD animation export.
I see Zero strategic business incentive for those companies or even Maxon to invest
in any specific product development to bring full functional genesis figures into
thier eco systems.
If there was they would have done it already ..yes??
They are full featured 3DCC programs for general 3D/CG production,Game dev& animation& VFX for TV & film.
They include tools to build custom, program native Character rigs on an as needed per project basis in linear pipelines.
They just dont view Daz genesis as this special, must have golden unicorn that some people obviously do.
lol, i never told which it's "oly about game dev", i'm talking my experience and what i would love to see in the future, this not means which everyone must be on the same, if u are only for render ok, it's your line and if you love ultra high poly also ok is something you like you can say that no issues it's your opnion i'm exactly wanting to hear what are your preferences don't matter if for game or just render.
my problem with "high poly" is not just "game dev" but it can really be a issue "don't matter if is for game or render, because using high poly can be a lot "high processor, a good exemple is my self some cloths and scenes when loaded they already start to be "heavy" on the daz and things star to get slow, this show which even daz can't proper support that supper high and to be honest, to be able to handle high poly you really need a very top and strong pc otherwise you can get easy on issues like crash or slow and others things, while it can make the models look awesome it also can make things really bad because they are a lot demaning, also if you know how to proper use materials(texture you can make really, really amazing models with low poly and still look cool and awesome as a high poly if is just "render", at last that is what i see, ofcourse you don't need to agree with me or like it's just what i see and is good to see different opnions.
To be fair for game at last one great game which i can recall was made using daz, the problem is which the improviment towards game dev are really little since the main focus still for "artists and render" then it's really make hard for others want to give a chance when the big majorioty of the store is not "game friend" even if the software try to be, if you don't have enough friendly products it's make hard for peoples to want do something with other than the basic product which would only save small portion of the work, if more artists tried to move to be more friendly to this side or give a chance maybe it can attract more peoples from this side, the problem is really the lack of "attraction for that public other than the main software( the best things here could be the morphs and some "characters races".
The IK solver is horrible in DAZ Studio. It doesn`t even act like IK solvers usually do in other applications, it looks more like FK (poorly) attempting to match an IK goal permanently.
The IK in the latest BETA seems to work a bit better, though.