Insane "Updating geometry contexts" times
I have 128 GB of RAM, a 4090 with 24GB of VRAM. But a scene file, that renders just fine in the viewport with IRAY, does this:
2025-06-09 10:17:51.300 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db progr: Traversing scene.
2025-06-09 10:18:37.066 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db info : Traversing scene took 45.765 s.
2025-06-09 10:18:37.104 Iray (Scene Traversal) : Initializing update
2025-06-09 10:18:37.104 Iray (Scene Traversal) : Retrieving journal and checking for changes
2025-06-09 10:18:37.104 Iray (Scene Update) : Updating LPE labels
2025-06-09 10:18:37.104 Iray (Scene Update) : Updating geometry contexts
2025-06-09 10:18:37.104 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Updating geometry contexts.
2025-06-09 10:49:02.690 +++++++++++++++ DAZ Studio 4.23.0.1 starting +++++++++++++++++
2025-06-09 10:49:02.690 [INFO] :: Performing cleanup...
I killed Daz studio after 30 minutes sitting on "Updating Geometry Contexts". According to task manager, Daz Studio was using 69 GB of RAM! and 5 GB of VRAM. Disk IO was non-existent. And CPU usage was 5% across 24 real cores. What is Daz doing here? RAM usages was not climbing. It stopped at 69 GB after the first minute or two. (Entire system is using 91GB with 30+GB available.)
Restarting Daz didn't change anything. I'm type this at 11:07:
2025-06-09 10:57:53.583 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db progr: Traversing scene.
2025-06-09 10:58:35.358 Iray [INFO] - TRAV:DATABASE :: 1.0 TRAV db info : Traversing scene took 41.775 s.
2025-06-09 10:58:35.401 Iray (Scene Traversal) : Initializing update
2025-06-09 10:58:35.401 Iray (Scene Traversal) : Retrieving journal and checking for changes
2025-06-09 10:58:35.401 Iray (Scene Update) : Updating LPE labels
2025-06-09 10:58:35.402 Iray (Scene Update) : Updating geometry contexts
What can I do about this?

Comments
5% CPU on a 24 thread system is essentially one thread working flat out. Don't forget that, unless you have adjusted them, the Drawstyle and the render use different division levels so that may have a siginificant impact on memory use and processing time. There may well be other diffreences between the two, depending on Draw Setings and Render Settings.
Yeah, there's just one thread pegged at 100%. The thing is I used this scene file with some of the poses changed about 2 hours ago and it rendered in like 13 minutes. I did not change any of the SubD values between that render and this one.
The GUI now says "Updateing Geometry", but that text hasn't hit the buffered log file. The GUI is completely responsive. When that changed memory usage dropped from 68 GB to 8 GB. It's been an hour now. And this render is set to 0.1 render quality because I wanted it to run quick.
I have found the culprit. I added tears to one of the figures using Tear Jerkers https://www.daz3d.com/tear-jerker-the-ugly-crying-builder-for-genesis-9-merchant-resource. According to Scene Optimizer, the 10 geoshells added by "preset 1" each had an estimated 1,609,984 million faces with 4k x 4k textures. The next largest number of faces was some hair with 374,768 faces. I deleted the geoshells and started a new render: 2 minutes, 42.11 seconds.
I've used the tears before. But never "preset 1" I guess. I'd usually build it with just one or two shells.
Not sure what's going on. I added a single tear shell, left eye, all the default settings, as I've done at least a dozen times in the past. I hit render and render time was 36 minutes and counting when I killed it: stuck on updating geometry. Should I reinstall Tear Jerkers? Rebuild the DUF file from scratch? I'm wondering if Scene Optimization might have altered something that the shells need or something.