Maybe use some of that money you're making off assets and subscriptions and actually improve your engine for once.
I'd like you to be able to compete with AT LEAST iClone for Animating.
Improve which engine? Presuambly not the ones that have been improved, I guess you want animation updates from your next comment - but this is an alpha, it doesn't claim to be feature -complete in any way so it is far too early to judge.
And since so many of us are using Unreal, it would be nice if you would do something about that pipeline. Why does David have to do it on GitHub?
And some viewport movement would be nice. You have the clunkiest viewport movement in any program. Go look at how you move around in Unreal. That's how yours should be.
Again, what do you mean? There are almost as many ways of navigating a 3D scene as there are applications in which to navigate; the fact that your preferred method is not supported doesn't make it objectively bad. The DS method is similar to modo and not wholly dissimilar to some other applciations with which I am somewhat familiar.
If you want to make meaningful feature requests they need to be specific, and explain why the feature is a good thing beyond being what another application does.
The problem of viewport is really big. I tried to open the scene build on 4.24. (There are lots of models in my scene, generally occupying 16-24G of RAM). These scenes have no lag in the viewport of 4.24, and the pose adjustment of the character can be completed quickly. But in 2025, I can't even turn my camera. The lag is very serious. The fps is only 1, which can't be used at all. I tried to delete all the models in the scene, when I deleted all the models, and there was nothing in the scene, the viewport lag was still very serious. I suspect that the loaded material that affects the speed of the viewport.
I tried to close the viewport and then open it, but it didn't work for me…
Looks like Intel did a bad job implementing OpenGL in their drivers or in the hardware.
Ultimately it is OpenGL's responsibility, not Intel's or, indeed, anyone else's. If OpenGL cannot make it possible for Intel to implement then that is certainly their fault.
The problem of viewport is really big. I tried to open the scene build on 4.24. (There are lots of models in my scene, generally occupying 16-24G of RAM). These scenes have no lag in the viewport of 4.24, and the pose adjustment of the character can be completed quickly. But in 2025, I can't even turn my camera. The lag is very serious. The fps is only 1, which can't be used at all. I tried to delete all the models in the scene, when I deleted all the models, and there was nothing in the scene, the viewport lag was still very serious. I suspect that the loaded material that affects the speed of the viewport.
I tried to close the viewport and then open it, but it didn't work for me…
Same here.
While I played around with one figure and a few primitives on the alpha, I had a great time. The moment I opened a scene with 5 figures and a big environment—that I have no issue running in DAZ 4.24—the nightmarish lag began.
Bug reports:
In version 6.25.2025.12207:
1) Newest DAZ Studio 2025 is not loading plugins. I installed Octane render engine, but it's not showing up anywhere
2) Viewport is VERY laggy and slow comparing to DAZ Studio 4.23
3) DAZ Studio shows error message when trying to load Poser props (.pp2). After clicking "OK" the import process windows still remains, making it impossible to close, and continue use Studio. The only way to get rid of it - kill the process in task manager, loosing the scene
4) "Texture shaded" mode of the viewports is not working at all. When switching to this mode - everything becomes invisible
Bug reports:
In version 6.25.2025.12207:
1) Newest DAZ Studio 2025 is not loading plugins. I installed Octane render engine, but it's not showing up anywhere
2) Viewport is VERY laggy and slow comparing to DAZ Studio 4.23
What GPU? Though I did encounter an issue like this exploring a big (in dimensions) scene last night.
3) DAZ Studio shows error message when trying to load Poser props (.pp2). After clicking "OK" the import process windows still remains, making it impossible to close, and continue use Studio. The only way to get rid of it - kill the process in task manager, loosing the scene
What error?
4) "Texture shaded" mode of the viewports is not working at all. When switching to this mode - everything becomes invisible
What GPU is handling the display? Intel GPUs-on-a-CPU seem to have issues.
I'm curious about the future of script support. There are a lot of products that use them to make DAZ easier to use for those of us who are not experts. I have quite a few products like this. Is the plan to just allow many products to become broken and obsolete? Will the company identify which ones are broken and obsolete or will people just have to figure out what works by themselves? Also, without this information new people will continue to spend their money buying products that no longer work. I hope that script compatibility is maintained for people like myself who depend upon many good products that I've bought from DAZ.
On another note, many people complain about lag and also about texture shaded view. I sincerely hope these are taken seriously and fixed. Cheers!
I have a strange problem with a particular product in DAZ Studio 2025 alpha that by mistake I reported by opening a 'request' instead of posting here. I've asked if I should post it here or if the support staff will forward it to the appropriate people but I've not received an answer. I've decided to just post the issue here instead of continuing to wait for an answer.
In the product 'Futuristic Street Store' there is a group that contains 5 components parented to it. The components are not independent. When you right click on them the pop-up menu indicates you've selected the group and not the individual component. In spite of this, in 4.23 the 'eyeball' icon to hide the components and the 'check/x' icon next to it worked on the individual components as expected but this is not the case in DAZ Studio 2025 alpha. Instead the components are not independent and some strange artifacts happen. I'm attaching a file that explains this in detail. As far as I know it's only this particular product affected but perhaps there are other products made in a similar manner that will have the same problem.
I'm curious about the future of script support. There are a lot of products that use them to make DAZ easier to use for those of us who are not experts. I have quite a few products like this. Is the plan to just allow many products to become broken and obsolete? Will the company identify which ones are broken and obsolete or will people just have to figure out what works by themselves? Also, without this information new people will continue to spend their money buying products that no longer work. I hope that script compatibility is maintained for people like myself who depend upon many good products that I've bought from DAZ.
On another note, many people complain about lag and also about texture shaded view. I sincerely hope these are taken seriously and fixed. Cheers!
Scripts will, as long as they are not super simple things, need some love, which means anything from a day or two to several weeks of work, to move them over to DS 2025, depending on their age (what DS vesion they were developed with in the first place), as documentation and APIs have evolved over the years, older ways have been deprecated, due to not working in the future etc.
I have a strange problem with a particular product in DAZ Studio 2025 alpha that by mistake I reported by opening a 'request' instead of posting here. I've asked if I should post it here or if the support staff will forward it to the appropriate people but I've not received an answer. I've decided to just post the issue here instead of continuing to wait for an answer.
In the product 'Futuristic Street Store' there is a group that contains 5 components parented to it. The components are not independent. When you right click on them the pop-up menu indicates you've selected the group and not the individual component. In spite of this, in 4.23 the 'eyeball' icon to hide the components and the 'check/x' icon next to it worked on the individual components as expected but this is not the case in DAZ Studio 2025 alpha. Instead the components are not independent and some strange artifacts happen. I'm attaching a file that explains this in detail. As far as I know it's only this particular product affected but perhaps there are other products made in a similar manner that will have the same problem.
This sounds like a similar issue with one of the PA's other sets: The Royal Opera House. Although the bones are set to invisible, they appear in DS 2025 but not in 4.xxx. However, they are not rendered in 2025.
The problem of viewport is really big. I tried to open the scene build on 4.24. (There are lots of models in my scene, generally occupying 16-24G of RAM). These scenes have no lag in the viewport of 4.24, and the pose adjustment of the character can be completed quickly. But in 2025, I can't even turn my camera. The lag is very serious. The fps is only 1, which can't be used at all. I tried to delete all the models in the scene, when I deleted all the models, and there was nothing in the scene, the viewport lag was still very serious. I suspect that the loaded material that affects the speed of the viewport.
I tried to close the viewport and then open it, but it didn't work for me…
Same here.
While I played around with one figure and a few primitives on the alpha, I had a great time. The moment I opened a scene with 5 figures and a big environment—that I have no issue running in DAZ 4.24—the nightmarish lag began.
Iseemtohavefoundasolution,Ifoundthatthescenes that arevery lag in2025areall build with4.23or4.24before,Itried to openacomplexscenein4.24,andthensaveitasasubscene,andthenmergethissubin2025,andfoundthat it isnot lag any more
The problem of viewport is really big. I tried to open the scene build on 4.24. (There are lots of models in my scene, generally occupying 16-24G of RAM). These scenes have no lag in the viewport of 4.24, and the pose adjustment of the character can be completed quickly. But in 2025, I can't even turn my camera. The lag is very serious. The fps is only 1, which can't be used at all. I tried to delete all the models in the scene, when I deleted all the models, and there was nothing in the scene, the viewport lag was still very serious. I suspect that the loaded material that affects the speed of the viewport.
I tried to close the viewport and then open it, but it didn't work for me…
Same here.
While I played around with one figure and a few primitives on the alpha, I had a great time. The moment I opened a scene with 5 figures and a big environment—that I have no issue running in DAZ 4.24—the nightmarish lag began.
Iseemtohavefoundasolution,Ifoundthatthescenes that arevery lag in2025areall build with4.23or4.24before,Itried to openacomplexscenein4.24,andthensaveitasasubscene,andthenmergethissubin2025,andfoundthat it isnot lag any more
It didn't work for me. I wonder why
I tried this trick in different ways. Tried to save the subset compressed and not compressed before opening in 2025. The lag persists in the scene I'm currently working on.
I've never tested alpha or beta versions of DAZ software before and I'd like to ask what sort of feedback you are looking for in this alpha release. I use the DAZ Studio 2025 Alpha release daily for rendering because I have an Nvidia 50XX video card. Since I'm doing this I'd like to provide you with useful information rather than just complaining about things that aren't working yet. If there are specific things you'd like feedback on please post them so people like me can help you. Without this sort of information I will use 4.24 to build my scenes because it supports the numerous script based products I've purchased that make my life easier and then move the scenes into 2025 when I'm ready to render.
I'm pleasantly surprised to see my 1060 super GPU is supported by DAZ Studio 2025.
Yes, as we have said support is deprecated - it works in this build of Iray, but it will stop working in a future update. No details were given of when that will be, so you will have to check the update details for new versions of Iray and if there is one check to see if the supported cards have yet changed.
i dont see anything in the viewport. it's all gray and can't access it
what kind of GPU do you have?
i don't have nvidia card but intel card. second image is a new driver. (see attachment).
According to your first image, OpenGL Shading Language: - Not Supported. The new viewport architecture requires support of OpenGL Shading Language (GLSL)
thank you for your reply. i don't know how to fix/install that myself, so i contacted intel support. looking forward to clarify that with them.
I got a reply from Intel. My GC & OpenGL shading language are supported by 4.24 beta (see attachment). It is not supported by Alpha 2025. Can I expect support for my GC with the next updates of Alpha?
Pooling for materials has been available for a long time, with supported hardware (which is out of my comfort zone so I pay limited atentiuon to the precise details). The Iray threads for the 2025 and 4.x.x.x releases that are stickied here provide more information.
Good to know, this should give me a bit more space if one day I'll be forced to use IRay for my works.
What about system RAM allocated to the GPUs? At the moment I have 40Gb of total video memory (8Gb from the GPu and 32 of system RAM), they will be used as well? Those pages about IRay seems to not give these details, or at least I didn't find them.
So Deprecated is a fancy word for "will be abandoned eventually."
Whose update details do I check?! DAZ or iRay? Where do I check info on iRay?
It will be in the thread giving a version of the iray update log (stripped of things that don't apply with DS) and will usually be in the DS reelase thread too.
Will the new Daz 2025 version 6 eventually replace RTX – Accurate (Iray) renderer with RTX Pathtracing and Interactive rendering?
Is Sickleyield currently working on the RTX – Accurate (Iray) renderer to RTX Pathtracing and Interactive rendering converter?
Question to Copilot:
So is the new RTX Pathtracing and Interactive rendering just AI bluster and what does this new engine offer realistic render purists? (Who don't necessarily want interpolated frames?)
Answer Copilot:
Not just AI bluster—RTX Pathtracing and Interactive rendering actually brings some serious benefits to realistic render purists. While AI plays a role in performance optimization, the core rendering method still relies on physically accurate path tracing, meaning it adheres to true-to-life lighting physics.
Here’s what it offers for realism-focused artists:
Unified Lighting Model: Unlike older rendering techniques that use multiple approximations, path tracing simulates light behavior in a single, unified algorithm.
Accurate Reflections & Shadows: It handles complex reflections, refractions, and global illumination without needing hacks or baked lighting.
Scalability for Large Scenes: The latest breakthroughs allow interactive rendering of thousands of dynamic lights, making it viable for high-end cinematic work.
Omniverse RTX Renderer Integration: Nvidia’s Omniverse RTX Renderer supports RTX Interactive (Path Tracing) mode, ensuring physically accurate results while leveraging AI for denoising and optimization.
So, while AI helps with performance and noise reduction, the core rendering principles remain physically accurate.
Will the new Daz 2025 version 6 eventually replace RTX – Accurate (Iray) renderer with RTX Pathtracing and Interactive rendering?
Is Sickleyield currently working on the RTX – Accurate (Iray) renderer to RTX Pathtracing and Interactive rendering converter?
Question to Copilot:
So is the new RTX Pathtracing and Interactive rendering just AI bluster and what does this new engine offer realistic render purists? (Who don't necessarily want interpolated frames?)
Answer Copilot:
Not just AI bluster—RTX Pathtracing and Interactive rendering actually brings some serious benefits to realistic render purists. While AI plays a role in performance optimization, the core rendering method still relies on physically accurate path tracing, meaning it adheres to true-to-life lighting physics.
Here’s what it offers for realism-focused artists:
Unified Lighting Model: Unlike older rendering techniques that use multiple approximations, path tracing simulates light behavior in a single, unified algorithm.
Accurate Reflections & Shadows: It handles complex reflections, refractions, and global illumination without needing hacks or baked lighting.
Scalability for Large Scenes: The latest breakthroughs allow interactive rendering of thousands of dynamic lights, making it viable for high-end cinematic work.
Omniverse RTX Renderer Integration: Nvidia’s Omniverse RTX Renderer supports RTX Interactive (Path Tracing) mode, ensuring physically accurate results while leveraging AI for denoising and optimization.
So, while AI helps with performance and noise reduction, the core rendering principles remain physically accurate.
Please quote actual sources, not just an AI algorithm of unknown accuracy.
Keyboard viewport movement appears broken. [or has some hidden setting I've not found in half an hour of searching]
ASDW is defaulted, good. But not only moves a single (defined in F3 options) set distance per key press. There is no way to press and hold to move. Would love to be corrected, but shouldn't this be default behaviour? I can't understand how this would have been a good design desicion.
A google search found one other person with this issue on the Alpha build - they were ordered to report it here and had their thread closed, but google isn't finding any other posts about keyboard movement broken... so...
Edit: Turns out you can still move about in the viewport with ASDW if you click focus on another screen.
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.
I just had new pc so had to download Beta studio & mine kept going back to cpu the company that built my pc fixed it remotely for me don't ask how lol I still haven't done a couple of renders yet to see if it will fall back to my cpu?
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.
I just had new pc so had to download Beta studio & mine kept going back to cpu the company that built my pc fixed it remotely for me don't ask how lol I still haven't done a couple of renders yet to see if it will fall back to my cpu?
Hang on I do kind of lol he uninstalled the studio driver & reinstalled the game ready driver that seemed to have worked so far but don't quote me on it but thats what he did for me
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.
I just had new pc so had to download Beta studio & mine kept going back to cpu the company that built my pc fixed it remotely for me don't ask how lol I still haven't done a couple of renders yet to see if it will fall back to my cpu?
The latest Public Build is 4.24.x, which doesn't support the RTX 5xxx series. The 2025 ALPHA version does.
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.
I just had new pc so had to download Beta studio & mine kept going back to cpu the company that built my pc fixed it remotely for me don't ask how lol I still haven't done a couple of renders yet to see if it will fall back to my cpu?
The latest Public Build is 4.24.x, which doesn't support the RTX 5xxx series. The 2025 ALPHA version does.
Sorry ALPHA not BETA just a little tired with setting things up ;}
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.
I just had new pc so had to download Beta studio & mine kept going back to cpu the company that built my pc fixed it remotely for me don't ask how lol I still haven't done a couple of renders yet to see if it will fall back to my cpu?
The latest Public Build is 4.24.x, which doesn't support the RTX 5xxx series. The 2025 ALPHA version does.
Sorry ALPHA not BETA just a little tired with setting things up ;}
On the Render Settings pane, uncheck both the CPU options as per my screenshot, and leave the bottom 3 options checked. This way it will use the 5090 first, and only fall back to CPU if the VRAM runs out.
Comments
What does that mean?
Improve which engine? Presuambly not the ones that have been improved, I guess you want animation updates from your next comment - but this is an alpha, it doesn't claim to be feature -complete in any way so it is far too early to judge.
Again, what do you mean? There are almost as many ways of navigating a 3D scene as there are applications in which to navigate; the fact that your preferred method is not supported doesn't make it objectively bad. The DS method is similar to modo and not wholly dissimilar to some other applciations with which I am somewhat familiar.
If you want to make meaningful feature requests they need to be specific, and explain why the feature is a good thing beyond being what another application does.
(。╯︵╰。)
.。・゚゚・(>_<)・゚゚・。.
Thanks for the clarity @Totte !
Guess a major upgrade is in the horizon for me now... literally! (๑>◡<๑)
The problem of viewport is really big. I tried to open the scene build on 4.24. (There are lots of models in my scene, generally occupying 16-24G of RAM). These scenes have no lag in the viewport of 4.24, and the pose adjustment of the character can be completed quickly. But in 2025, I can't even turn my camera. The lag is very serious. The fps is only 1, which can't be used at all. I tried to delete all the models in the scene, when I deleted all the models, and there was nothing in the scene, the viewport lag was still very serious. I suspect that the loaded material that affects the speed of the viewport.
I tried to close the viewport and then open it, but it didn't work for me…
Ultimately it is OpenGL's responsibility, not Intel's or, indeed, anyone else's. If OpenGL cannot make it possible for Intel to implement then that is certainly their fault.
Same here.
While I played around with one figure and a few primitives on the alpha, I had a great time. The moment I opened a scene with 5 figures and a big environment—that I have no issue running in DAZ 4.24—the nightmarish lag began.
Bug reports:
In version 6.25.2025.12207:
1) Newest DAZ Studio 2025 is not loading plugins. I installed Octane render engine, but it's not showing up anywhere
2) Viewport is VERY laggy and slow comparing to DAZ Studio 4.23
3) DAZ Studio shows error message when trying to load Poser props (.pp2). After clicking "OK" the import process windows still remains, making it impossible to close, and continue use Studio. The only way to get rid of it - kill the process in task manager, loosing the scene
4) "Texture shaded" mode of the viewports is not working at all. When switching to this mode - everything becomes invisible
Plug-ins will all need to be reworked if they are to work in 2025, assuming the author is available to do so. See https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen#latest This will also affect some scripts.
What GPU? Though I did encounter an issue like this exploring a big (in dimensions) scene last night.
What error?
What GPU is handling the display? Intel GPUs-on-a-CPU seem to have issues.
I'm curious about the future of script support. There are a lot of products that use them to make DAZ easier to use for those of us who are not experts. I have quite a few products like this. Is the plan to just allow many products to become broken and obsolete? Will the company identify which ones are broken and obsolete or will people just have to figure out what works by themselves? Also, without this information new people will continue to spend their money buying products that no longer work. I hope that script compatibility is maintained for people like myself who depend upon many good products that I've bought from DAZ.
On another note, many people complain about lag and also about texture shaded view. I sincerely hope these are taken seriously and fixed. Cheers!
I have a strange problem with a particular product in DAZ Studio 2025 alpha that by mistake I reported by opening a 'request' instead of posting here. I've asked if I should post it here or if the support staff will forward it to the appropriate people but I've not received an answer. I've decided to just post the issue here instead of continuing to wait for an answer.
In the product 'Futuristic Street Store' there is a group that contains 5 components parented to it. The components are not independent. When you right click on them the pop-up menu indicates you've selected the group and not the individual component. In spite of this, in 4.23 the 'eyeball' icon to hide the components and the 'check/x' icon next to it worked on the individual components as expected but this is not the case in DAZ Studio 2025 alpha. Instead the components are not independent and some strange artifacts happen. I'm attaching a file that explains this in detail. As far as I know it's only this particular product affected but perhaps there are other products made in a similar manner that will have the same problem.
Scripts will, as long as they are not super simple things, need some love, which means anything from a day or two to several weeks of work, to move them over to DS 2025, depending on their age (what DS vesion they were developed with in the first place), as documentation and APIs have evolved over the years, older ways have been deprecated, due to not working in the future etc.
Plugins will need a lot of love too.
This sounds like a similar issue with one of the PA's other sets: The Royal Opera House. Although the bones are set to invisible, they appear in DS 2025 but not in 4.xxx. However, they are not rendered in 2025.
I seem to have found a solution, I found that the scenes that are very lag in 2025 are all build with 4.23 or 4.24 before, I tried to open a complex scene in 4.24, and then save it as a sub scene, and then merge this sub in 2025, and found that it is not lag any more
It didn't work for me. I wonder why
I tried this trick in different ways. Tried to save the subset compressed and not compressed before opening in 2025. The lag persists in the scene I'm currently working on.
I've never tested alpha or beta versions of DAZ software before and I'd like to ask what sort of feedback you are looking for in this alpha release. I use the DAZ Studio 2025 Alpha release daily for rendering because I have an Nvidia 50XX video card. Since I'm doing this I'd like to provide you with useful information rather than just complaining about things that aren't working yet. If there are specific things you'd like feedback on please post them so people like me can help you. Without this sort of information I will use 4.24 to build my scenes because it supports the numerous script based products I've purchased that make my life easier and then move the scenes into 2025 when I'm ready to render.
I'm pleasantly surprised to see my 1060 super GPU is supported by DAZ Studio 2025.
Yes, as we have said support is deprecated - it works in this build of Iray, but it will stop working in a future update. No details were given of when that will be, so you will have to check the update details for new versions of Iray and if there is one check to see if the supported cards have yet changed.
So Deprecated is a fancy word for "will be abandoned eventually."
Whose update details do I check?! DAZ or iRay? Where do I check info on iRay?
Good to know, this should give me a bit more space if one day I'll be forced to use IRay for my works.
What about system RAM allocated to the GPUs? At the moment I have 40Gb of total video memory (8Gb from the GPu and 32 of system RAM), they will be used as well? Those pages about IRay seems to not give these details, or at least I didn't find them.
It will be in the thread giving a version of the iray update log (stripped of things that don't apply with DS) and will usually be in the DS reelase thread too.
Will the new Daz 2025 version 6 eventually replace RTX – Accurate (Iray) renderer with RTX Pathtracing and Interactive rendering?
Is Sickleyield currently working on the RTX – Accurate (Iray) renderer to RTX Pathtracing and Interactive rendering converter?
RTX – Accurate (Iray) renderer is deprecated.
Question to Copilot:
So is the new RTX Pathtracing and Interactive rendering just AI bluster and what does this new engine offer realistic render purists? (Who don't necessarily want interpolated frames?)
Answer Copilot:
Not just AI bluster—RTX Pathtracing and Interactive rendering actually brings some serious benefits to realistic render purists. While AI plays a role in performance optimization, the core rendering method still relies on physically accurate path tracing, meaning it adheres to true-to-life lighting physics.
Here’s what it offers for realism-focused artists:
Unified Lighting Model: Unlike older rendering techniques that use multiple approximations, path tracing simulates light behavior in a single, unified algorithm.
Accurate Reflections & Shadows: It handles complex reflections, refractions, and global illumination without needing hacks or baked lighting.
Scalability for Large Scenes: The latest breakthroughs allow interactive rendering of thousands of dynamic lights, making it viable for high-end cinematic work.
Omniverse RTX Renderer Integration: Nvidia’s Omniverse RTX Renderer supports RTX Interactive (Path Tracing) mode, ensuring physically accurate results while leveraging AI for denoising and optimization.
So, while AI helps with performance and noise reduction, the core rendering principles remain physically accurate.
Please quote actual sources, not just an AI algorithm of unknown accuracy.
Keyboard viewport movement appears broken. [or has some hidden setting I've not found in half an hour of searching]
ASDW is defaulted, good. But not only moves a single (defined in F3 options) set distance per key press. There is no way to press and hold to move. Would love to be corrected, but shouldn't this be default behaviour? I can't understand how this would have been a good design desicion.
A google search found one other person with this issue on the Alpha build - they were ordered to report it here and had their thread closed, but google isn't finding any other posts about keyboard movement broken... so...
Edit: Turns out you can still move about in the viewport with ASDW if you click focus on another screen.
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.
I just had new pc so had to download Beta studio & mine kept going back to cpu the company that built my pc fixed it remotely for me don't ask how lol I still haven't done a couple of renders yet to see if it will fall back to my cpu?
Hang on I do kind of lol he uninstalled the studio driver & reinstalled the game ready driver that seemed to have worked so far but don't quote me on it but thats what he did for me
The latest Public Build is 4.24.x, which doesn't support the RTX 5xxx series. The 2025 ALPHA version does.
Sorry ALPHA not BETA just a little tired with setting things up ;}
On the Render Settings pane, uncheck both the CPU options as per my screenshot, and leave the bottom 3 options checked. This way it will use the 5090 first, and only fall back to CPU if the VRAM runs out.