Daz Studio 2025 ALPHA - version 6.25.2025.32308! (Updated November 20, 2025)

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Comments

  • CES3DCES3D Posts: 228

    memcneil70 said:

    Richard Haseltine said:

    memcneil70 said:

    I just downloaded v.16407 and found a new viewport name type 'Universal' which seems to be the same as 'Texture Shaded'. I tried to see if it was addressed in the official thread but I may just be too ignorant to understand what @rbtwhiz was writing about.

    The Universal Drawstyle is a fallback which can then be overridden by other settings, per object or even per surface (this is great for many things, for example trying to place a prop on an awkward surface - by making the support a solid mode and the prop a wireframe, then adjusting until the wires start cutting into the smooth surface - or eliminate poke-through of one object through another or one layer of an object through another - set the underlayer to wire, the top layer solid/smoth, and adjust until the wires are just hidden. The default draw style can be changed

    Thank you Richard. That explains the drawstyle. But how do I change one object to say a wireframe and the other to solid or another in this drawstyle? I just loaded two objects into DS6's screen and in Universal tried to figure it out. I expect it is something I will be embarrassed to not know, but I am coming up blank. 

    In the Draw Settings Pane (Menu > Window > Panes (Tabs) > Draw Settings), under the Editor tab > Display > Scene View > Scene DrawStyle, you can set the base Draw Style for the scene.

    In the Parameters Pane, under Display > Scene View > DrawStyle Override, you can set individual Draw Styles for each object.

    In the Surfaces Pane, under the Editor tab > (each surface) > Display > Scene View > DrawStyle Override, you can set individual Draw Styles for each surface.

     

  • memcneil70memcneil70 Posts: 5,262

    @CES3D Thank you. I did find what you referred to, kind of. I have screen shots of what I discovered. In the Draw Settings Pane (Menu > Window > Panes (Tabs) > Draw Settings), under the Editor tab > Display > Scene View > Scene DrawStyle, the drop down only has 8 of the 12 styles that are available in the drop down next to the Default Camera in the Viewport.

    I had no problem with your clear instructions finding the Surfaces adjustments. Big thanks for that.

    I am not sure if my version of D|S 6 is wonky or the menus not matching is an indication that one or the other reflects the programmers just not catching up with the changes with all the areas in Daz Studio itself. I have attached two screen shots to document the differences.

    Mary

  • Richard HaseltineRichard Haseltine Posts: 107,898

    Iray, Filament, and the two solid/bounding box mods are not supported as they don't work in the same way.

  • memcneil70memcneil70 Posts: 5,262
    edited June 15

    I have another possible bit of weirdness to bring up if someone can clarify it for me. On my MacMini M4 (the same one I had used to look at the Universal Draw Style earlier with no issues), I had been using D|S 4.23.0.03 to convert old environments and materials to .duf and Iray mats. I had a set that only the primary mat converted, so I tried applying the Poser mats, then seeing if I could convert it again. No good. So I tried to save as a scene sub-set and it did save, but on the main drive's My Library. I clicked on that and the .duf file tried to open D|S 6.25.2025.16407 and it failed. I got a weird message that I tracked down in my log.txt as:

    2025-06-15 07:45:14.064 [INFO] :: Location = /Users/maryemcneil/Library/Application Support/DAZ 3D/dson/cache

    2025-06-15 07:45:14.064 [INFO] :: Disk Total: 3.6 TB (3996329328640)

    2025-06-15 07:45:14.064 [INFO] :: Disk Avail: 2.8 TB (3090253221888)

    2025-06-15 07:45:14.064 [INFO] :: Creating Image Manager...

    2025-06-15 07:45:14.064 [INFO] :: Creating Help Manager...

    2025-06-15 07:45:14.064 [INFO] :: Building Help Index...

    2025-06-15 07:45:14.064 [VERBOSE] :: Reading: ./docs/DAZ Studio/DAZStudioHelp.dsx

    2025-06-15 07:45:14.065 [VERBOSE] :: Reading: ./docs/DAZ Studio/inlineHelp/_.dsx

    2025-06-15 07:45:14.072 [VERBOSE] :: Reading: ./docs/DAZ Studio/inlineHelp/About Hardware.dsx

    2025-06-15 07:45:14.072 [VERBOSE] :: Reading: ./docs/DAZ Studio/inlineHelp/Progress.dsx

    2025-06-15 07:45:14.072 [VERBOSE] :: Reading: ./docs/DAZ Studio/inlineHelp/ViewportTools.dsx

    2025-06-15 07:45:14.073 [VERBOSE] :: Reading: ./docs/DAZ Studio/inlineHelp/Views.dsx

    2025-06-15 07:45:14.073 [VERBOSE] :: Reading: ./docs/Plugins/DrawStyles/DrawStyles.dsx

    2025-06-15 07:45:14.073 [VERBOSE] :: Reading: ./docs/Plugins/FaceTransfer/FaceTransfer.dsx

    2025-06-15 07:45:14.074 [VERBOSE] :: Reading: ./docs/Plugins/IrayRenderer/IrayRenderer.dsx

    2025-06-15 07:45:14.074 [VERBOSE] :: Reading: ./docs/Plugins/LayeredImageEditor/LayeredImageEditor.dsx

    2025-06-15 07:45:14.074 [VERBOSE] :: Reading: ./docs/Plugins/ScriptIDE/ScriptIDE.dsx

    2025-06-15 07:45:14.074 [VERBOSE] :: Reading: ./docs/Plugins/Timeline/Timeline.dsx

    2025-06-15 07:45:14.075 [VERBOSE] :: Reading: ./docs/bookmarks.dsx

    2025-06-15 07:45:14.075 [INFO] :: Creating Multimedia Manager...

    2025-06-15 07:45:14.075 [INFO] :: Creating Content Manager...

    2025-06-15 07:45:14.077 [INFO] :: Scanning Import folders...

    2025-06-15 07:45:14.077 [INFO] :: Scanning Content folders...

    2025-06-15 07:45:41.102 [INFO] :: Creating Render Manager...

    2025-06-15 07:45:41.115 [INFO] :: Creating Texture Converter Manager...

    2025-06-15 07:45:41.116 [INFO] :: Creating Texture Baker Manager...

    2025-06-15 07:45:41.117 [INFO] :: Creating Device Manager...

    2025-06-15 07:45:41.117 [INFO] :: Creating CallBack Manager...

    2025-06-15 07:45:41.158 [WARNING] :: Failed to create NSOpenGLContext

    2025-06-15 07:45:41.159 [INFO] :: Initializing OpenGL extensions...

    2025-06-15 07:45:41.159 [WARNING] :: GLEW initialization failed: Missing GL version

    2025-06-15 07:45:41.159 [WARNING] :: OpenGL version on this machine is not supported, Daz Studio cannot start!

    2025-06-15 07:46:50.154 [INFO] :: Daz Studio failed to startup.

    2025-06-15 07:46:50.154 [INFO] :: Begin Application cleanup...

    2025-06-15 07:46:50.154 [INFO] :: Clearing Delayed Delete Stack...

    2025-06-15 07:46:50.154 [INFO] :: Shutting down Plugin Manager...

    Is this because I had the Beta open? Or that it might because the .duf tried to open Daz Studio on its own? (I have done that before without issue on the Release and Beta versions, and also when I had a version of D|S open already at the same time.)

    When I opened D|S6 to follow what CES3D had described, again, no issues. It opened just fine.

    Not sure if this is me or the program being an Alpha.

    Mary

    (If those images show up here, please ignore. Not sure how they attached themselves.)

    Screenshot 2025-06-15 at 08.05.10.png
    1188 x 1548 - 276K
    Screenshot 2025-06-15 at 08.05.32.png
    2498 x 1812 - 621K
    Post edited by memcneil70 on
  • DoctorJellybeanDoctorJellybean Posts: 9,585

    comradenikola92 said:

    Putting enviromental details into a group and hiding it in the viewport while only dealing with characters, our usual optimization, helps with this Alpha being a bit more usable. Interestingly, dual 5090s still take about the same time as dual 4090s (2.5 minutes in the case of my test scene) to yield reasonable convergence in renders at 3840x2160. I am hoping this is due to Daz 2025 early pains because this is not great.

    I'm using a single 5090, quite an improvement in rendering.

  • comradenikola92comradenikola92 Posts: 21
    edited June 16

    Updated the drivers on the 5090s rig and then retried on same exact scene with 1.5 minutes, 300 iterations 4090s, 600 iterations 5090s. Viewport is still sluggish. App constantly crashes, too.

    Post edited by comradenikola92 on
  • gramgram Posts: 68
    edited June 16

    After using some more I think posing is also somewhat faster; but still not at previous levels. Navigating on viewport is notably better.

    The issue with using the sliders in parameters exist; feels like they sometimes get "completely stuck"; like moving my mouse by 5cm changes the value by a single decimal point. 
    Especially noticeable when trying to adjust the translation of some object.

    Post edited by gram on
  • DoctorJellybeanDoctorJellybean Posts: 9,585

    To those who are experiencing viewport lag issues, maybe you could try the following as an experiment:

    Make the property based panes that update a lot (e.g., Parameters) not visible, and see how that impacts performance. You don't have to close the pane, just cause another one in the same property group to be raised ("on top").

  • plopsplops Posts: 97

    DustRider said:

    iwonderwherethatfishdidgo said:

    Richard Haseltine said:

    iwonderwherethatfishdidgo said:

    Hi Sorry if this has been answered already, but is anyone else having issues with making movies in the Alpha?

    I make a lot of animations and have recently upgraded to a RTX5070ti. So I've downloaded alpha 6.25 as it supports this card (and it works fantastivally by the way. Render times are WAY faster)

    However whenever I try to render a Movie, it goes through the full render process, and then gives me an error message saying it cannot save the file (I tried to attach the screenshot but it jjust gets stuck on UPLOADING). The mesage says:

    "Error Saving File

    The Render could not be saved.

    Try again ro choose a new file name"

     It wont let me save the file anywhere. All my drives have room and I'm using the same download folders I always have for my animations (The standard Render Library loacation). However it just gives the error message. I've tried all different names with no special characters, and still nothing. 

    It wont let me choose the type of fie it saves as, it jst says "all files" and then says it cannot save. The message just keeps repeating every time I try. 

    So I couldn't even save the file as a random thing then convert to .avi, as it just won't let me save. 

    I've tried going back to Daz 4.24 and that works fine (but much, much, slower as it doesn't use my graphics card to render). So the issue definately seems to be the Daz Alpha.

    I know that Animate isn't integrated yet, but it should still be able to render movies right? The option is still there. 

    Thank you. 

    Have you tried rendering to an image sequence instead of a movie, then assembling the images in a dedicated video application? This is an issue affecting at least some users, though I thought there had been changes relating to this in the log - make sure you are using the current build.

    Thanks for the response! I can't see a newer version come up in the DAZ installer. What's the latest version? Mine is 6.25.2025 14115 (According to the About DAZ option under help). 

    I will try the still image render. Do you know what programmeas would be good for putting tem together easily?

    Thank you again. 

    Most video editing software will do this. Two that I'm familiar with are Shotcut and DaVinci Resolve. Shotcut is open source, or if you prefer a commercial product used in "Hollywood", then DaVinci Resolve is a great choice (a totally free version is available, and it will do what you are asking...and a whole lot more). Simply do a search YouTube for either application with "image sequence to video" in the search and you will find many videos that will help.

    As a side note, saving to an image sequence is typically a much better option because if you have a crash or some other issue during rendering your video, you only need to render the frames that didn't complete, not everything. Or if you need to fix just a portion of an animation after it's been rendered, again you just re-render the frames that were changed, not everything. There are also a lot of beginners tutorials for either application on YouTube. I think this may open up new possibilities for your animations (adding soundFX, improving color/contrast/etc.).

    Hi! I'm having the same problem asn iwoderwherethefishdidgo, and I too am pleased and surprised at the massive speed difference in rendering using the same gear as iwoderwherethefishdidgo. I've been using Daz Studio since its growth out of Poser, and have never had an animation go wrong until this Alpha version, I realise that "Alpha" means W.i.p. but the animation feature is inbuilt and shouldn't have to be taken out of Studio with all the related complication of having to download, install, register, export and compile.etc. Richard usually gives a knowledgeable response to customer problems, but as He says, he doesn't know much about animation, so we can't expect a comprehensive answer from Him on this subject, but we still need a solution inside Studio, not "Go somewhere else because Studio doesn't work." Thanks for your time.

     

  • comradenikola92comradenikola92 Posts: 21
    edited June 18

    DoctorJellybean said:

    To those who are experiencing viewport lag issues, maybe you could try the following as an experiment:

    Make the property based panes that update a lot (e.g., Parameters) not visible, and see how that impacts performance. You don't have to close the pane, just cause another one in the same property group to be raised ("on top").

    The state updating is not what is hammering down the viewport, it is the poor implementation of the raster-based viewports which oversaturate the ancient OpenGL API with draw calls in complex scenes, which was one of the big reasons for the push with Mantle->glNext->Vulkan and DX11->DX12 and Metal on Apple, among other things. OGL and DX11 simply never had proper support for multithreading, dispatching of draw calls from different threads is heavily synchronized and you end up being bottlenecked on a single core of your 16-core CPU not being able to keep up with the hundreds of thousands to millions of individual draw calls. I have the fastest consumer processor (9950X3D) and the fastest consumer GPUs (5090s) and it's still 5-9 FPS without hiding everything (ie performing "view frustum culling" myself).

    There are techniques that can help here, but using OGL from the getgo for this rewrite was a bad call, plain and simple. Right now I don't see any degree of culling being performed or any of the basic rendering optimization techniques, when I get the time, I'll actually profile the filament renderer with graphics debugging tools and see what is hammering it exactly.

    Post edited by comradenikola92 on
  • Richard HaseltineRichard Haseltine Posts: 107,898

    comradenikola92 said:

    DoctorJellybean said:

    To those who are experiencing viewport lag issues, maybe you could try the following as an experiment:

    Make the property based panes that update a lot (e.g., Parameters) not visible, and see how that impacts performance. You don't have to close the pane, just cause another one in the same property group to be raised ("on top").

    The state updating is not what is hammering down the viewport, it is the poor implementation of the raster-based viewports which oversaturate the ancient OpenGL API with draw calls in complex scenes, which was one of the big reasons for the push with Mantle->glNext->Vulkan and DX11->DX12 and Metal on Apple, among other things. OGL and DX11 simply never had proper support for multithreading, dispatching of draw calls from different threads is heavily synchronized and you end up being bottlenecked on a single core of your 16-core CPU not being able to keep up with the hundreds of thousands to millions of individual draw calls. I have the fastest consumer processor (9950X3D) and the fastest consumer GPUs (5090s) and it's still 5-9 FPS without hiding everything (ie performing "view frustum culling" myself).

    There are techniques that can help here, but using OGL from the getgo for this rewrite was a bad call, plain and simple. Right now I don't see any degree of culling being performed or any of the basic rendering optimization techniques, when I get the time, I'll actually profile the filament renderer with graphics debugging tools and see what is hammering it exactly.

    Have you not seen the stuff about RHIs in the change log? I think this may be somewhat relevant https://www.qt.io/blog/graphics-in-qt-6.0-qrhi-qt-quick-qt-quick-3d

  • Richard HaseltineRichard Haseltine Posts: 107,898

    plops said:

    DustRider said:

    iwonderwherethatfishdidgo said:

    Richard Haseltine said:

    iwonderwherethatfishdidgo said:

    Hi Sorry if this has been answered already, but is anyone else having issues with making movies in the Alpha?

    I make a lot of animations and have recently upgraded to a RTX5070ti. So I've downloaded alpha 6.25 as it supports this card (and it works fantastivally by the way. Render times are WAY faster)

    However whenever I try to render a Movie, it goes through the full render process, and then gives me an error message saying it cannot save the file (I tried to attach the screenshot but it jjust gets stuck on UPLOADING). The mesage says:

    "Error Saving File

    The Render could not be saved.

    Try again ro choose a new file name"

     It wont let me save the file anywhere. All my drives have room and I'm using the same download folders I always have for my animations (The standard Render Library loacation). However it just gives the error message. I've tried all different names with no special characters, and still nothing. 

    It wont let me choose the type of fie it saves as, it jst says "all files" and then says it cannot save. The message just keeps repeating every time I try. 

    So I couldn't even save the file as a random thing then convert to .avi, as it just won't let me save. 

    I've tried going back to Daz 4.24 and that works fine (but much, much, slower as it doesn't use my graphics card to render). So the issue definately seems to be the Daz Alpha.

    I know that Animate isn't integrated yet, but it should still be able to render movies right? The option is still there. 

    Thank you. 

    Have you tried rendering to an image sequence instead of a movie, then assembling the images in a dedicated video application? This is an issue affecting at least some users, though I thought there had been changes relating to this in the log - make sure you are using the current build.

    Thanks for the response! I can't see a newer version come up in the DAZ installer. What's the latest version? Mine is 6.25.2025 14115 (According to the About DAZ option under help). 

    I will try the still image render. Do you know what programmeas would be good for putting tem together easily?

    Thank you again. 

    Most video editing software will do this. Two that I'm familiar with are Shotcut and DaVinci Resolve. Shotcut is open source, or if you prefer a commercial product used in "Hollywood", then DaVinci Resolve is a great choice (a totally free version is available, and it will do what you are asking...and a whole lot more). Simply do a search YouTube for either application with "image sequence to video" in the search and you will find many videos that will help.

    As a side note, saving to an image sequence is typically a much better option because if you have a crash or some other issue during rendering your video, you only need to render the frames that didn't complete, not everything. Or if you need to fix just a portion of an animation after it's been rendered, again you just re-render the frames that were changed, not everything. There are also a lot of beginners tutorials for either application on YouTube. I think this may open up new possibilities for your animations (adding soundFX, improving color/contrast/etc.).

    Hi! I'm having the same problem asn iwoderwherethefishdidgo, and I too am pleased and surprised at the massive speed difference in rendering using the same gear as iwoderwherethefishdidgo. I've been using Daz Studio since its growth out of Poser, and have never had an animation go wrong until this Alpha version, I realise that "Alpha" means W.i.p. but the animation feature is inbuilt and shouldn't have to be taken out of Studio with all the related complication of having to download, install, register, export and compile.etc. Richard usually gives a knowledgeable response to customer problems, but as He says, he doesn't know much about animation, so we can't expect a comprehensive answer from Him on this subject, but we still need a solution inside Studio, not "Go somewhere else because Studio doesn't work." Thanks for your time.

    If you mean AniMate, that is a third-party plug-in which is suppied with DS as a 30 day demo and then works in Lite mode unless activated with a serial number. It is not currently in the Alpha, but the Evergreen thread https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen lists it as pending rather than absolutely removed.

  • fstephan944fstephan944 Posts: 10
    edited June 18

    Latest NVidia Studio Driver Update causes Daz Alpha to spit black renders.. Will there be any updates for this new driver or do I need to reinstall the previous driver?

     

    UPDATE:

    I just went ahead and reinstalled the previous version 576.52 driver and everything is fine.

    Post edited by fstephan944 on
  • barbultbarbult Posts: 26,172

    fstephan944 said:

    Latest NVidia Studio Driver Update causes Daz Alpha to spit black renders.. Will there be any updates for this new driver or do I need to reinstall the previous driver?

     

    UPDATE:

    I just went ahead and reinstalled the previous version 576.52 driver and everything is fine.

    I installed Studio driver 576.80, and it is rendering fine for me in DS 2025 Alpha. I have an RTX 3800 card.

  • RexRedRexRed Posts: 1,493
    edited June 19

    The latest Nvidia Studio driver just fixed everything for me in V2025. The viewport is now in realtime, I think faster than it was in 4.24

    I uploaded the latest Nvidia driver today and suddenly it worked. I also tweaked a setting in Windows. If anyone is still having issues, I will post the Windows tweak becasue I am not really sure which thing fixed it.

    Now, when I orbit the viewport around all of the shaders uniformly display together in real time. With a figure in the scene and the high resolution Viking camp on a 5090!

    In my mind the alpha, is now a beta wink

    *One issue still lingering, when I move objects around in the scene (in Iray), they move around well enough but they do not draw as they move. When I orbit the scene it draws in real time but the moving objects do not draw as they move in realtime.

    *Another thing, when you selct an object, i.e. a figure, and click view frame, it does not frame very well. It zeros in a bit far from the target object sometimes.

    Post edited by RexRed on
  • plopsplops Posts: 97

    Richard Haseltine said:

    plops said:

    DustRider said:

    iwonderwherethatfishdidgo said:

    Richard Haseltine said:

    iwonderwherethatfishdidgo said:

    Hi Sorry if this has been answered already, but is anyone else having issues with making movies in the Alpha?

    I make a lot of animations and have recently upgraded to a RTX5070ti. So I've downloaded alpha 6.25 as it supports this card (and it works fantastivally by the way. Render times are WAY faster)

    However whenever I try to render a Movie, it goes through the full render process, and then gives me an error message saying it cannot save the file (I tried to attach the screenshot but it jjust gets stuck on UPLOADING). The mesage says:

    "Error Saving File

    The Render could not be saved.

    Try again ro choose a new file name"

     It wont let me save the file anywhere. All my drives have room and I'm using the same download folders I always have for my animations (The standard Render Library loacation). However it just gives the error message. I've tried all different names with no special characters, and still nothing. 

    It wont let me choose the type of fie it saves as, it jst says "all files" and then says it cannot save. The message just keeps repeating every time I try. 

    So I couldn't even save the file as a random thing then convert to .avi, as it just won't let me save. 

    I've tried going back to Daz 4.24 and that works fine (but much, much, slower as it doesn't use my graphics card to render). So the issue definately seems to be the Daz Alpha.

    I know that Animate isn't integrated yet, but it should still be able to render movies right? The option is still there. 

    Thank you. 

    Have you tried rendering to an image sequence instead of a movie, then assembling the images in a dedicated video application? This is an issue affecting at least some users, though I thought there had been changes relating to this in the log - make sure you are using the current build.

    Thanks for the response! I can't see a newer version come up in the DAZ installer. What's the latest version? Mine is 6.25.2025 14115 (According to the About DAZ option under help). 

    I will try the still image render. Do you know what programmeas would be good for putting tem together easily?

    Thank you again. 

    Most video editing software will do this. Two that I'm familiar with are Shotcut and DaVinci Resolve. Shotcut is open source, or if you prefer a commercial product used in "Hollywood", then DaVinci Resolve is a great choice (a totally free version is available, and it will do what you are asking...and a whole lot more). Simply do a search YouTube for either application with "image sequence to video" in the search and you will find many videos that will help.

    As a side note, saving to an image sequence is typically a much better option because if you have a crash or some other issue during rendering your video, you only need to render the frames that didn't complete, not everything. Or if you need to fix just a portion of an animation after it's been rendered, again you just re-render the frames that were changed, not everything. There are also a lot of beginners tutorials for either application on YouTube. I think this may open up new possibilities for your animations (adding soundFX, improving color/contrast/etc.).

    Hi! I'm having the same problem asn iwoderwherethefishdidgo, and I too am pleased and surprised at the massive speed difference in rendering using the same gear as iwoderwherethefishdidgo. I've been using Daz Studio since its growth out of Poser, and have never had an animation go wrong until this Alpha version, I realise that "Alpha" means W.i.p. but the animation feature is inbuilt and shouldn't have to be taken out of Studio with all the related complication of having to download, install, register, export and compile.etc. Richard usually gives a knowledgeable response to customer problems, but as He says, he doesn't know much about animation, so we can't expect a comprehensive answer from Him on this subject, but we still need a solution inside Studio, not "Go somewhere else because Studio doesn't work." Thanks for your time.

    If you mean AniMate, that is a third-party plug-in which is suppied with DS as a 30 day demo and then works in Lite mode unless activated with a serial number. It is not currently in the Alpha, but the Evergreen thread https://www.daz3d.com/forums/discussion/727631/daz-studio-2025-6-25-2025-x-evergreen lists it as pending rather than absolutely removed.

    No, not Animate, how could i be rendering Animate movies in Alpha if it isn't yet included? I mean rendering a time line movie using the render button, the same as iwoderwherethefishdidgo explained, with the same message results.

    However my Version 4.24.03 renderes fine.

  • RexRed said:

    The latest Nvidia Studio driver just fixed everything for me in V2025. The viewport is now in realtime, I think faster than it was in 4.24

    I uploaded the latest Nvidia driver today and suddenly it worked. I also tweaked a setting in Windows. If anyone is still having issues, I will post the Windows tweak becasue I am not really sure which thing fixed it.

    Now, when I orbit the viewport around all of the shaders uniformly display together in real time. With a figure in the scene and the high resolution Viking camp on a 5090!

    In my mind the alpha, is now a beta wink

    *One issue still lingering, when I move objects around in the scene (in Iray), they move around well enough but they do not draw as they move. When I orbit the scene it draws in real time but the moving objects do not draw as they move in realtime.

    *Another thing, when you selct an object, i.e. a figure, and click view frame, it does not frame very well. It zeros in a bit far from the target object sometimes.

     

    Nvidia update didnt change anything for me. Viewport roaming is a little bit better (in not too complex scenes) since the latest Alpha update. Otherwise, as soon as you try to move something in the scene or touch sliders, its down to 5fps. My go to Test Scene is FN Lakeside House. This is barely usable in Alpha (even in Filament/TextureShaded) while it runs smooth in 4.24.

  • RexRedRexRed Posts: 1,493
    edited June 19

    I did this, I am not sure it will help anyone but it may have been of help to me.

    Press Windows + R to open the Run dialog. 

    Type sysdm.cpl and hit Enter

    Click the advanced tab

    At the bottom click "environment variables"

    In the top half click "new"

    Enter

    Variable name: QT_OPENGL

    Variable value: desktop

    Click OK through all the windows to apply

     

    This procedure should force the use of the latest version of OpenGL by the powers that be.

    Let me know if it makes any difference.

    Post edited by RexRed on
  • RexRedRexRed Posts: 1,493
    edited June 19

    My other issue of dragging objects is fixed as well, the problem was in the draw tab settings.

    Somehow the default "manipulation draw style" was set to "switch to wire bounding box".

    When I switched it to  "use current (off)" then it behaved as I expected it to!

    This means I have no lag in my viewport and also, dragged object behave the way I expect them to.

    I feel like Daz 2025 is ready now for the apps and scripts to go back online somehow. cheeky

    Daz 2025 renders beautifully with my 5090!

    It never crashes on me! I am very pleased with the progress so far!!!!!! 

    Post edited by RexRed on
  • TugpsxTugpsx Posts: 792

    RexRed said:

    My other issue of dragging objects is fixed as well, the problem was in the draw tab settings.

    Somehow the default "manipulation draw style" was set to "switch to wire bounding box".

    When I switched it to  "use current (off)" then it behaved as I expected it to!

    This means I have no lag in my viewport and also, dragged object behave the way I expect them to.

    I feel like Daz 2025 is ready now for the apps and scripts to go back online somehow. cheeky

    Daz 2025 renders beautifully with my 5090!

    It never crashes on me! I am very pleased with the progress so far!!!!!! 

    RexRed, do you mind sharing your "Draw Settings", I would like to compare to see where i can optamize the viewport.  

  • You're running trivially simple scenes, there's a 5% improvement on any of the "Streets of #" style maps, with or without Genesis characters, there still isn't any proper culling in the viewports or any of the basic optimizations used by other DCCTs and video games. This has plagued 4.24 as well, but here it is exorbitantly worse.

  • RexRedRexRed Posts: 1,493
    edited June 19

    comradenikola92 said:

    You're running trivially simple scenes, there's a 5% improvement on any of the "Streets of #" style maps, with or without Genesis characters, there still isn't any proper culling in the viewports or any of the basic optimizations used by other DCCTs and video games. This has plagued 4.24 as well, but here it is exorbitantly worse.

    On my PC with a 5090 this is orbiting as smooth as butter in Iray with this fairly complex environment and these Gen9 figures, Daz Studio 2025.

    This scene's environment is set to dome and scene with the HDRI off but still emitting light and I have a spotlight pointing at the figures as well. I deleted a sunlight object that came with the scene.

    I will make a video of me orbiting and navigating in this scene (moving objects) in Iray soon on YT. (...and they all still have their teeth in their mouths!) lol

    I have a watercooled 13th Gen Intel I9 CPU (overclocked), 5090 running at PCIE 16x 5.0, 98 GB of memory, 1600 power supply

    Men by the Dozen.png
    1920 x 1080 - 3M
    Post edited by RexRed on
  • RexRedRexRed Posts: 1,493
    edited June 19

    Tugpsx said:

    RexRed said:

    My other issue of dragging objects is fixed as well, the problem was in the draw tab settings.

    Somehow the default "manipulation draw style" was set to "switch to wire bounding box".

    When I switched it to  "use current (off)" then it behaved as I expected it to!

    This means I have no lag in my viewport and also, dragged object behave the way I expect them to.

    I feel like Daz 2025 is ready now for the apps and scripts to go back online somehow. cheeky

    Daz 2025 renders beautifully with my 5090!

    It never crashes on me! I am very pleased with the progress so far!!!!!! 

    RexRed, do you mind sharing your "Draw Settings", I would like to compare to see where i can optamize the viewport.  

    Drawing => Manipulation Resolution => Normal

    I also never use the auxilary viewport when I work, I find it to be a distraction and it takes away from my main viewport window's fidelity.

    A new thing, I usually don't save the project unless it is in texture shaded. It takes a bit longer to save in Iray.

    Screenshot 2025-06-19 135504.png
    1058 x 1159 - 122K
    Screenshot 2025-06-19 135734.png
    797 x 1327 - 72K
    Post edited by RexRed on
  • Richard HaseltineRichard Haseltine Posts: 107,898

    RexRed said:

    comradenikola92 said:

    You're running trivially simple scenes, there's a 5% improvement on any of the "Streets of #" style maps, with or without Genesis characters, there still isn't any proper culling in the viewports or any of the basic optimizations used by other DCCTs and video games. This has plagued 4.24 as well, but here it is exorbitantly worse.

    On my PC with a 5090 this is orbiting as smooth as butter in Iray with this fairly complex environment and these Gen9 figures, Daz Studio 2025.

    This scene's environment is set to dome and scene with the HDRI off but still emitting light and I have a spotlight pointing at the figures as well. I deleted a sunlight object that came with the scene.

    I will make a video of me orbiting and navigating in this scene (moving objects) in Iray soon on YT. (...and they all still have their teeth in their mouths!) lol

    I have a watercooled 13th Gen Intel I9 CPU (overclocked), 5090 running at PCIE 16x 5.0, 98 GB of memory, 1600 power supply

    Is anything selected? is the parameters pane open (actually visible, not just part of a tab group with a different tab on top)?

  • comradenikola92comradenikola92 Posts: 21
    edited June 19

    That environment has a total of 60 polygons. Like I said, simple, trivial scenes with no complex clothing nor environmental detail. I have 5090s and 4090s, it runs horribly without hiding everything but the characters. Hiding property panes helps to go from 5 FPS to 13 FPS, and also makes using Daz even more horrible than it already is. Manually disabling or removing GPUs doesn't help either. I tried a lot of combinations, 1x 5090, 1x 5090, 1x 4090, 1x 4090, 2x 5090, 2x 4090, 1x 5090 + 1x 4090, 1x 4090 + 1x 5090. And a bunch of drivers, studio ones, game ready ones. The culprit is the rendering code, not Nvidia drivers.

    I am happy it works for you, but we're so deep in the woods, we can't see the end nor the stars right now. Let's not pretend otherwise.

    Also, interestingly, the rendering now updates based on doubling of iterations... 1, 44, 89, 178, 356, 712:
     

    Iray (Iteration) : 1

    Iray (Iteration) : 44

    Iray (Canvas) : Render target canvas was written.

    Iray (Scene Traversal) : Initializing update

    Iray (Scene Traversal) : Retrieving journal and checking for changes

    Iray (Iteration) : 89

    Iray (Iteration) : 178

    Iray (Canvas) : Render target canvas was written.

    Iray (Scene Traversal) : Initializing update

    Iray (Scene Traversal) : Retrieving journal and checking for changes

    Iray (Iteration) : 356

    Iray (Canvas) : Render target canvas was written.

    Iray (Scene Traversal) : Initializing update

    Iray (Scene Traversal) : Retrieving journal and checking for changes

    Iray (Convergence) : 0.14%

    Iray (Iteration) : 712

    Iray (Canvas) : Render target canvas was written.

    Iray (Scene Traversal) : Initializing update

    Iray (Scene Traversal) : Retrieving journal and checking for changes

    Iray (Convergence) : 11.24%

    Post edited by comradenikola92 on
  • jjb24jjb24 Posts: 33

    I'm amazed at the depth of knowledge people have about how things work and I don't pretend to understand even half of the discussion here. We all look at the 2025 alpha version as "half full" or "half empty" depending upon our needs and temperament. For me I was ignorant enough to break the bank on a 5090 video card without knowing DAZ 4.24 didn't work with it. I was ecstatic when the 2025 alpha version was released and I could use my expensive new toy. I've settled into a routine of building my scenes in 4.24, saving them, and then opening and rendering them in the 2025 alpha version. I do this for two reasons; viewport lag and lack of support for the plug ins and script based products that I've come to depend on.

    Regarding viewport lag, I still see a very large difference between 4.24 and alpha 2025 (6.25 Public Build). I use Texture Shaded all the time, I never even open an "Aux Viewport" pane, I make sure the parameters pane is not active (I've even tried closing it) and I use all default settings (I'm too ignorant to change anything!). The scene I'm working on right now is incomplete but at present has 18 G8 characters at base resolution with 'Scene Optimizer' used to reduce the texture maps 4X. It's in an outdoor amphitheater setting (3rd party) and 12 of those characters have 16 additional node instances each to fill the seats (the other 6 characters are the band on stage). While I was creating and positioning the 192 node instances in 4.24 the viewport lag increased along the way but was manageable. When I open the scene in the alpha to render it the viewport lag is so bad I can't work with the scene but since I've created the cameras I want in 4.24 I don't really care. While rendering the scene Task Manager says it's using 18.3 GB of VRAM and rendering takes about 3 minutes (95% convergence). If I were to do this in 4.24 I have no idea how long it would take with CPU rendering.

    I look forward to the day when I can use only one version of DAZ but since I'm getting my work done I can be patient. I'm equally concerned about viewport lag and support for plug ins and script based products. Without both of these things I'll have to continue using both versions which is inconvenient but not the end of the world. Cheers!

  • RexRed said:

    My other issue of dragging objects is fixed as well, the problem was in the draw tab settings.

    Somehow the default "manipulation draw style" was set to "switch to wire bounding box".

    When I switched it to  "use current (off)" then it behaved as I expected it to!

    This means I have no lag in my viewport and also, dragged object behave the way I expect them to.

    I feel like Daz 2025 is ready now for the apps and scripts to go back online somehow. cheeky

    Daz 2025 renders beautifully with my 5090!

    It never crashes on me! I am very pleased with the progress so far!!!!!! 

    Just watched your video, it’s great, very clearly documented.
    In the last update, the camera movement operations in the viewport have indeed become somewhat smoother (though still not as good as version 4.24). However, manipulating objects (e.g., rotating character bones) are still very laggy. This is also noticeable in your video, where dragging characters is extremely laggy, even with just 10 nearly bare characters and a simple scene.

    The lag issue in the Daz viewport remains very severe, but the devs is likely working on solutions. Let’s look forward to their future results.

     

  • Richard HaseltineRichard Haseltine Posts: 107,898

    RexRed said:

    I did this, I am not sure it will help anyone but it may have been of help to me.

    Press Windows + R to open the Run dialog. 

    Type sysdm.cpl and hit Enter

    Click the advanced tab

    At the bottom click "environment variables"

    In the top half click "new"

    Enter

    Variable name: QT_OPENGL

    Variable value: desktop

    Click OK through all the windows to apply

     

    This procedure should force the use of the latest version of OpenGL by the powers that be.

    Let me know if it makes any difference.

    We are told that DS at least tries to use the desktop mode regardless, via QApplication::setAttribute( Qt::AA_UseDesktopOpenGL ).

  • RexRedRexRed Posts: 1,493
    edited June 21

    Richard Haseltine said:

    RexRed said:

    comradenikola92 said:

    You're running trivially simple scenes, there's a 5% improvement on any of the "Streets of #" style maps, with or without Genesis characters, there still isn't any proper culling in the viewports or any of the basic optimizations used by other DCCTs and video games. This has plagued 4.24 as well, but here it is exorbitantly worse.

    On my PC with a 5090 this is orbiting as smooth as butter in Iray with this fairly complex environment and these Gen9 figures, Daz Studio 2025.

    This scene's environment is set to dome and scene with the HDRI off but still emitting light and I have a spotlight pointing at the figures as well. I deleted a sunlight object that came with the scene.

    I will make a video of me orbiting and navigating in this scene (moving objects) in Iray soon on YT. (...and they all still have their teeth in their mouths!) lol

    I have a watercooled 13th Gen Intel I9 CPU (overclocked), 5090 running at PCIE 16x 5.0, 98 GB of memory, 1600 power supply

    Is anything selected? is the parameters pane open (actually visible, not just part of a tab group with a different tab on top)?

    https://www.youtube.com/live/A-t72SdM-nw

    YouTube has finished processing my live video...

    In this video I demonstrate this scene, with 11 x Genesis 9 figures, an environment loaded, and the awesomeness of Daz Studio 2025!

    In the process of this video you will notice that the scene responds the same even with the parameters pane open as well.

    I can firmly say that there is at least one person whose Daz Studio V6.25 is working fine.

    I can give more details about my system if you need, just ask.

    Please like, subscribe and click the bell for "all" notifications.

    All are welcome, come and join the live chat when I do live broadcasts and add your experience and input to the scene creation process.

    Post edited by RexRed on
  • RexRedRexRed Posts: 1,493
    edited June 21

    NamelessxPeasant said:

    RexRed said:

    My other issue of dragging objects is fixed as well, the problem was in the draw tab settings.

    Somehow the default "manipulation draw style" was set to "switch to wire bounding box".

    When I switched it to  "use current (off)" then it behaved as I expected it to!

    This means I have no lag in my viewport and also, dragged object behave the way I expect them to.

    I feel like Daz 2025 is ready now for the apps and scripts to go back online somehow. cheeky

    Daz 2025 renders beautifully with my 5090!

    It never crashes on me! I am very pleased with the progress so far!!!!!! 


    In the last update, the camera movement operations in the viewport have indeed become somewhat smoother (though still not as good as version 4.24). However, manipulating objects (e.g., rotating character bones) are still very laggy. This is also noticeable in your video, where dragging characters is extremely laggy, even with just 10 nearly bare characters and a simple scene.

    The lag issue in the Daz viewport remains very severe, but the devs is likely working on solutions. Let’s look forward to their future results.

     

    I have to politely disagree with some of your assessment. And thank you for watching my video! 
    I have since loaded the same exact scene in Daz Studio 4.24 but I would give Daz Studio 2025 a very noticeable edge.

    These are not just bare figures but them all having mostly strand based hair and the highest quality skin textures I know of. This is quite substantial these 11 figures and the scene are filling nearly all of my 32 GB of video ram...

    When I orbit the same scene in Daz Studio 4.24 it responds "exactly" the same in every single manner, except one.

    The one exception is when I stop orbiting in Daz Studio 2025 the Iray scene, in the viewport, nearly immediately reticulates into a clean rendered scene.

    When I stop orbiting in version 2.24 the scene stays grainy and needs a lot of time to become rendered in the viewport in Iray to become clean looking.

    So Daz Studio v2025 excels in every possible way in the viewport response over the 2.24 version.  

    (This is when using a 5090 in both programs)

    Post edited by RexRed on
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