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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
No, I fully pose all my charracters.
Most of my scenes have 2 or 3 G8's fully clothed. with hair. Buildings, cars, all the usual stuff.
I'm still not having the issues with lag.
Yes I can overwhealm my system and make it lag.
I don't normaly though.
Usually I just have what I need for the scene I want from the camera perspective.
I don't have any problems posing them, or moving things around
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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
The lag I experience in 2025 while dragging objects in Iray is normal. There has always been a similar lag while dragging objects in Iray. The more complex the scene, the more the lag. I am very familiar with this lag. At times, simply putting strand-based hair on a figure would create a lag so much so that even fingers could not be moved. Iray always has a lag. If Iray did not have an inherent lag there would be absolutely no need for texture shaded mode. When I put one figure in the Daz v2.24 “Iray” viewport there is just as much lag as there is in v2025 "in Iray". The lag is not because the programming is at fault, (IMHO), it is because Iray is so close to raytraced rendering. If you are expecting the lag to go away while dragging objects in Iray, you may have to wait 5 or 10 more years when graphics cards become exponentially more powerful. But then the figures, scenes and geometry will probably be more detailed and that lag will probably still be there. This is why Daz studio is not considered a real-time rendering engine like game engines, but Daz is instead referred to as a progressive (or photorealistic) offline rendering engine. The lag you see in my video while I drag objects in Iray is the way it is in all versions of Daz currently and it is the way it is supposed to be. Other programs do not have this lag because they bake their textures, reduce their geometry and frankly their figures look like cr*p (IMHO) when you really examine and compare them to Daz figures. These modeling programs they are not necessarily “offline rendering engines” (not to mention any names…). They are real-time gaming engines.
This lag is frustrating, I saw it with the first 'alpha' and I'm seeing it with this new one. To be out right honest, my gut says it has everything to do with the viewport's new look. I'm not a tech guru and no amount of reasoning will satify or change my belief.
This new interface area is horrible, it looks horrible, and seems to be a resounding agreement across the board, maybe it's time to face facts, sometimes change isn't worth it and the old ways worked. Please bring back the old viewport or provide the option to have it versus our using this problematic one.
And with that... alpha, again is removed from my computer as a failing product.
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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
The lag I experience in 2025 while dragging objects in Iray is normal. There has always been a similar lag while dragging objects in Iray. The more complex the scene, the more the lag. I am very familiar with this lag. At times, simply putting strand-based hair on a figure would create a lag so much so that even fingers could not be moved. Iray always has a lag. If Iray did not have an inherent lag there would be absolutely no need for texture shaded mode. When I put one figure in the Daz v2.24 “Iray” viewport there is just as much lag as there is in v2025 "in Iray". The lag is not because the programming is at fault, (IMHO), it is because Iray is so close to raytraced rendering. If you are expecting the lag to go away while dragging objects in Iray, you may have to wait 5 or 10 more years when graphics cards become exponentially more powerful. But then the figures, scenes and geometry will probably be more detailed and that lag will probably still be there. This is why Daz studio is not considered a real-time rendering engine like game engines, but Daz is instead referred to as a progressive (or photorealistic) offline rendering engine. The lag you see in my video while I drag objects in Iray is the way it is in all versions of Daz currently and it is the way it is supposed to be. Other programs do not have this lag because they bake their textures, reduce their geometry and frankly their figures look like cr*p (IMHO) when you really examine and compare them to Daz figures. These modeling programs they are not necessarily “offline rendering engines” (not to mention any names…). They are real-time gaming engines.
It's certainly normal to experience lag when moving objects in the Iray environment. However, in your case, there's significant lag even when using Texture Shading. https://youtu.be/A-t72SdM-nw?t=2571
At around the 43:00 mark in your video, you demonstrate dragging a character in Texture Shading mode. From my perspective, the lag is unbearable — it's running at roughly 2 to 5 FPS.
But… you described this situation as "moving pretty nicely"... So I think we may have a different perception of what constitutes lag. I suspect that IceCrMn above might be in the same situation (experiencing lag, but not perceiving it as such).
All in all, when using the same scene, viewport, and Texture Shading mode, version 4.24 has absolutely no such lag issue. So this isn’t a matter of personal experience — there is a clear and serious viewport lag problem in Daz 2025 compared to 4.24.
There’s not much we can do other than continue to report that the lag issue still exists. The worst thing that could happen is reporting incorrect information and causing the dev team to think “the problem has been resolved.”
This lag is frustrating, I saw it with the first 'alpha' and I'm seeing it with this new one. To be out right honest, my gut says it has everything to do with the viewport's new look. I'm not a tech guru and no amount of reasoning will satify or change my belief.
This new interface area is horrible, it looks horrible, and seems to be a resounding agreement across the board, maybe it's time to face facts, sometimes change isn't worth it and the old ways worked. Please bring back the old viewport or provide the option to have it versus our using this problematic one.
And with that... alpha, again is removed from my computer as a failing product.
The Viewport code has been completely rewritten, the first priority is getting it to work at all - then it gets optimised, once the basic functionality is stable. As for the interface area being horrible - I am not sure what you mean by that, but if this is the UI styling then again there had to be a fundamental change (from Qt 4 to Qt 6) - not least to get support for the newer nVidia cards - but that means that the styling needs to be redone, once the basic functioning is stable.
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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
The lag I experience in 2025 while dragging objects in Iray is normal. There has always been a similar lag while dragging objects in Iray. The more complex the scene, the more the lag. I am very familiar with this lag. At times, simply putting strand-based hair on a figure would create a lag so much so that even fingers could not be moved. Iray always has a lag. If Iray did not have an inherent lag there would be absolutely no need for texture shaded mode. When I put one figure in the Daz v2.24 “Iray” viewport there is just as much lag as there is in v2025 "in Iray". The lag is not because the programming is at fault, (IMHO), it is because Iray is so close to raytraced rendering. If you are expecting the lag to go away while dragging objects in Iray, you may have to wait 5 or 10 more years when graphics cards become exponentially more powerful. But then the figures, scenes and geometry will probably be more detailed and that lag will probably still be there. This is why Daz studio is not considered a real-time rendering engine like game engines, but Daz is instead referred to as a progressive (or photorealistic) offline rendering engine. The lag you see in my video while I drag objects in Iray is the way it is in all versions of Daz currently and it is the way it is supposed to be. Other programs do not have this lag because they bake their textures, reduce their geometry and frankly their figures look like cr*p (IMHO) when you really examine and compare them to Daz figures. These modeling programs they are not necessarily “offline rendering engines” (not to mention any names…). They are real-time gaming engines.
It's certainly normal to experience lag when moving objects in the Iray environment. However, in your case, there's significant lag even when using Texture Shading. https://youtu.be/A-t72SdM-nw?t=2571
At around the 43:00 mark in your video, you demonstrate dragging a character in Texture Shading mode. From my perspective, the lag is unbearable — it's running at roughly 2 to 5 FPS.
Yes, there is a slight and nearly imperceptible lag in the scene when I drag a gen 9 figure with hair in texture shaded mode when I also have an environment and 10 other gen 9 figures (with hair) in the scene totaling nearly 32gb of video ram... 32GB! The very same lag is present in version 4.24. This is because the scene was intentionally set up to push the graphics card and Daz to their fullest limits. And at these limits there is a tiny bit of lag, but I was jerking the figure around not trying to place it with precision. When moving it in a more granular and intentional way it is still precise and fluid. When jumping across a large distance it will lag, and this is normal and present in any 3D software when world coordinates are involved. This is not a software limitation, this is a hardware limitation that is present in any software when you overwhelm its hardware’s computational capacity.
When I load this scene in Daz Studio 4.24 (and I have tested it) the exact same lag is present when moving the figure in texture shaded mode. When I delete 10 of the figures all at once, and it takes a while for them to go away… Then, I delete the environment, then I move the figure there is no lag at all. This is because the geometry does not need to redraw the scene with the complexity of other substantial items in the scene. The fact that this redraws so smoothly with so many other items in the scene attests to how well the program is functioning…
The fact that this behaves the same way on two viewports that were independently built from scratch also indicates that this is a hardware limitation and not a software bug.
If I were to load this scene into any other 3D software, I am sure the same lag would be present. I am still of the opinion that this is functioning as intended.
Your issue is with the current limitations of 3D hardware.
If your system has both integrated graphics and discrete graphics, you need to go to Nvidia's 3D settings.
NVIDIA Control Panel:
Under Manage 3D Settings, go to the Program Settings tab, find DazStudio.exe, and set OpenGL rendering GPU = your discrete GPU to use the high-performance NVIDIA GPU explicitly.
Comment: Using a computer requires optimizing it to favor the tasks you are trying to utilize.
If you are a gamer, you set up the system to optimize your games, if you are a 3D artist you need to optimize your system to favor your 3D application.
It may work without optimization, but it will work better with optimization.
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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
The lag I experience in 2025 while dragging objects in Iray is normal. There has always been a similar lag while dragging objects in Iray. The more complex the scene, the more the lag. I am very familiar with this lag. At times, simply putting strand-based hair on a figure would create a lag so much so that even fingers could not be moved. Iray always has a lag. If Iray did not have an inherent lag there would be absolutely no need for texture shaded mode. When I put one figure in the Daz v2.24 “Iray” viewport there is just as much lag as there is in v2025 "in Iray". The lag is not because the programming is at fault, (IMHO), it is because Iray is so close to raytraced rendering. If you are expecting the lag to go away while dragging objects in Iray, you may have to wait 5 or 10 more years when graphics cards become exponentially more powerful. But then the figures, scenes and geometry will probably be more detailed and that lag will probably still be there. This is why Daz studio is not considered a real-time rendering engine like game engines, but Daz is instead referred to as a progressive (or photorealistic) offline rendering engine. The lag you see in my video while I drag objects in Iray is the way it is in all versions of Daz currently and it is the way it is supposed to be. Other programs do not have this lag because they bake their textures, reduce their geometry and frankly their figures look like cr*p (IMHO) when you really examine and compare them to Daz figures. These modeling programs they are not necessarily “offline rendering engines” (not to mention any names…). They are real-time gaming engines.
It's certainly normal to experience lag when moving objects in the Iray environment. However, in your case, there's significant lag even when using Texture Shading. https://youtu.be/A-t72SdM-nw?t=2571
At around the 43:00 mark in your video, you demonstrate dragging a character in Texture Shading mode. From my perspective, the lag is unbearable — it's running at roughly 2 to 5 FPS.
Yes, there is a slight and nearly imperceptible lag in the scene when I drag a gen 9 figure with hair in texture shaded mode when I also have an environment and 10 other gen 9 figures (with hair) in the scene totaling nearly 32gb of video ram... 32GB! The very same lag is present in version 4.24. This is because the scene was intentionally set up to push the graphics card and Daz to their fullest limits. And at these limits there is a tiny bit of lag, but I was jerking the figure around not trying to place it with precision. When moving it in a more granular and intentional way it is still precise and fluid. When jumping across a large distance it will lag, and this is normal and present in any 3D software when world coordinates are involved. This is not a software limitation, this is a hardware limitation that is present in any software when you overwhelm its hardware’s computational capacity.
When I load this scene in Daz Studio 4.24 (and I have tested it) the exact same lag is present when moving the figure in texture shaded mode. When I delete 10 of the figures all at once, and it takes a while for them to go away… Then, I delete the environment, then I move the figure there is no lag at all. This is because the geometry does not need to redraw the scene with the complexity of other substantial items in the scene. The fact that this redraws so smoothly with so many other items in the scene attests to how well the program is functioning…
The fact that this behaves the same way on two viewports that were independently built from scratch also indicates that this is a hardware limitation and not a software bug.
If I were to load this scene into any other 3D software, I am sure the same lag would be present. I am still of the opinion that this is functioning as intended.
Your issue is with the current limitations of 3D hardware.
First of all, your demonstration scene really can’t be considered a complex scene. It contains 10 G9 figures wearing only underwear — no Geoshells, no accessories, no clothing. In terms of content, this is a very minimal scene for the viewport. Of course, for demonstration purposes, it’s more than sufficient — but the fact that even this kind of simple scene results in 2–5 FPS is not reasonable at all.
Version 4.24 has absolutely no such lag. I’ve already recorded a comparison video: https://www.youtube.com/watch?v=6TeZTONx3-s
(This was filmed before the last update — the camera rotation lag has since improved a lot, but the lag when moving objects [e.g., rotating the neck] is still fully present.)
This has nothing to do with personal perception — FPS is the most objective standard. Even if you personally feel that Daz 2025's dragging performance is a “slight and nearly imperceptible lag,” it doesn’t change the fact that Daz 2025 runs at 2–5 FPS, while Daz 4.24 runs at 60+ FPS in the same situation.
Honestly, I don’t understand why we’re arguing about this — aren’t we on the same team? None of us are developers. The only thing we can do is report the facts accurately, so the devs can make improvements. That’s the only way we’ll get better software, right?
Honestly, I don’t understand why we’re arguing about this — aren’t we on the same team? None of us are developers. The only thing we can do is report the facts accurately, so the devs can make improvements. That’s the only way we’ll get better software, right?
I'm wondering about that myself. Some strange people here.. I'm also surprised that the developers — or those close to them — let people argue over 'the truth' instead of simply confirming whether they’ve experienced the issue or not. I'm pretty sure they're testing the software in several different environments anyway.
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.
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)
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
The lag I experience in 2025 while dragging objects in Iray is normal. There has always been a similar lag while dragging objects in Iray. The more complex the scene, the more the lag. I am very familiar with this lag. At times, simply putting strand-based hair on a figure would create a lag so much so that even fingers could not be moved. Iray always has a lag. If Iray did not have an inherent lag there would be absolutely no need for texture shaded mode. When I put one figure in the Daz v2.24 “Iray” viewport there is just as much lag as there is in v2025 "in Iray". The lag is not because the programming is at fault, (IMHO), it is because Iray is so close to raytraced rendering. If you are expecting the lag to go away while dragging objects in Iray, you may have to wait 5 or 10 more years when graphics cards become exponentially more powerful. But then the figures, scenes and geometry will probably be more detailed and that lag will probably still be there. This is why Daz studio is not considered a real-time rendering engine like game engines, but Daz is instead referred to as a progressive (or photorealistic) offline rendering engine. The lag you see in my video while I drag objects in Iray is the way it is in all versions of Daz currently and it is the way it is supposed to be. Other programs do not have this lag because they bake their textures, reduce their geometry and frankly their figures look like cr*p (IMHO) when you really examine and compare them to Daz figures. These modeling programs they are not necessarily “offline rendering engines” (not to mention any names…). They are real-time gaming engines.
It's certainly normal to experience lag when moving objects in the Iray environment. However, in your case, there's significant lag even when using Texture Shading. https://youtu.be/A-t72SdM-nw?t=2571
At around the 43:00 mark in your video, you demonstrate dragging a character in Texture Shading mode. From my perspective, the lag is unbearable — it's running at roughly 2 to 5 FPS.
Yes, there is a slight and nearly imperceptible lag in the scene when I drag a gen 9 figure with hair in texture shaded mode when I also have an environment and 10 other gen 9 figures (with hair) in the scene totaling nearly 32gb of video ram... 32GB! The very same lag is present in version 4.24. This is because the scene was intentionally set up to push the graphics card and Daz to their fullest limits. And at these limits there is a tiny bit of lag, but I was jerking the figure around not trying to place it with precision. When moving it in a more granular and intentional way it is still precise and fluid. When jumping across a large distance it will lag, and this is normal and present in any 3D software when world coordinates are involved. This is not a software limitation, this is a hardware limitation that is present in any software when you overwhelm its hardware’s computational capacity.
When I load this scene in Daz Studio 4.24 (and I have tested it) the exact same lag is present when moving the figure in texture shaded mode. When I delete 10 of the figures all at once, and it takes a while for them to go away… Then, I delete the environment, then I move the figure there is no lag at all. This is because the geometry does not need to redraw the scene with the complexity of other substantial items in the scene. The fact that this redraws so smoothly with so many other items in the scene attests to how well the program is functioning…
The fact that this behaves the same way on two viewports that were independently built from scratch also indicates that this is a hardware limitation and not a software bug.
If I were to load this scene into any other 3D software, I am sure the same lag would be present. I am still of the opinion that this is functioning as intended.
Your issue is with the current limitations of 3D hardware.
First of all, your demonstration scene really can’t be considered a complex scene. It contains 10 G9 figures wearing only underwear — no Geoshells, no accessories, no clothing. In terms of content, this is a very minimal scene for the viewport. Of course, for demonstration purposes, it’s more than sufficient — but the fact that even this kind of simple scene results in 2–5 FPS is not reasonable at all.
Version 4.24 has absolutely no such lag. I’ve already recorded a comparison video: https://www.youtube.com/watch?v=6TeZTONx3-s
(This was filmed before the last update — the camera rotation lag has since improved a lot, but the lag when moving objects [e.g., rotating the neck] is still fully present.)
This has nothing to do with personal perception — FPS is the most objective standard. Even if you personally feel that Daz 2025's dragging performance is a “slight and nearly imperceptible lag,” it doesn’t change the fact that Daz 2025 runs at 2–5 FPS, while Daz 4.24 runs at 60+ FPS in the same situation.
Honestly, I don’t understand why we’re arguing about this — aren’t we on the same team? None of us are developers. The only thing we can do is report the facts accurately, so the devs can make improvements. That’s the only way we’ll get better software, right?
It turns out you were absolutely right, NamelessxPeasant, about the stuttering issue in Daz Studio 2025—and I owe you an apology for not recognizing it sooner. The problem is deceptively masked by a few factors that initially made it hard to detect.
In particular, when I load a massive scene into Daz 4.24, the frame rate drops to around 3 FPS, which is expected given the scene’s scale. Under those conditions, Daz 2025 appears visually similar in responsiveness. However, what wasn’t immediately obvious is that while 4.24 runs at low FPS with consistent frame pacing—essentially a slow but steady loop—Daz 2025 exhibits a significant frame time variance, resulting in extreme stuttering. This kind of instability in frame pacing means that although 2025 may deliver more frames, they’re arriving at highly inconsistent intervals, degrading the interactive feel.
Because the heavy scene forces both versions into a low-FPS state, the deeper issue in Daz 2025's viewport engine—likely tied to real-time shader evaluation, lack of deferred draw throttling, or manipulation thread blocking—gets visually camouflaged. Only by comparing against lighter scenes or using frame time capture tools like CapFrameX did it become clear that 2025 is suffering from stutter rates consistently above 90%, regardless of overall scene complexity.
So yes, Daz 2025 is still usable for me, but the engine’s frame pacing needs serious attention. Thanks again for sticking to your guns—you were seeing something very real.
I found the update 6.25.2025.17807 on my Windows 11 laptop when I was preparing to download a script and other items today and noticed something I had not heard nor observed before. The scripts/utilities do not have a category header on them when you open up a package in Smart Content. They do in the Beta version of Daz Studio. I did double-check the previous version of the Alpha on my Mac, 6.25.2025.16407 and it also has the same issue. I put both versions of D|S next to each other and took a snip and I am attaching it.
I don't know if the idea is the header is considered redundent or this is an error. I think as someone who is only marginally competent, if I ran across a utility/script in a general file and there was no header to label it, I would be confused. Right now we have Support files without headers which are documents.
On a positive note, I ran Update and Merge Menus and did not get a duplication.
I found the update 6.25.2025.17807 on my Windows 11 laptop when I was preparing to download a script and other items today and noticed something I had not heard nor observed before. The scripts/utilities do not have a category header on them when you open up a package in Smart Content. They do in the Beta version of Daz Studio. I did double-check the previous version of the Alpha on my Mac, 6.25.2025.16407 and it also has the same issue. I put both versions of D|S next to each other and took a snip and I am attaching it.
I don't know if the idea is the header is considered redundent or this is an error. I think as someone who is only marginally competent, if I ran across a utility/script in a general file and there was no header to label it, I would be confused. Right now we have Support files without headers which are documents.
I would think it is something that was dropped by accident - though it is of course possible it is delbertae. I certainly see the same thing, and all the other type flags seem to be present and correct.
On a positive note, I ran Update and Merge Menus and did not get a duplication.
Admittedly not the best searcher of forums, and I understand it might be hard to definitively answer these questions at this point, but --
I've got a new PC-build, ready-to-order, that includes the RTX 5090 32GB, 96GB (2x48GB) DDR5 and Intel Core Ultra 7 265K 3.9GHz. An expensive PC with DAZ as my primary design focus when selecting hardware. I've never spent this much on a PC -- and DEFINITELY not so close to the bleeding-edge of Daz development. Present strengths and weaknesses of the (prototype?) DAZ 2025 alpha-build aside, can anyone speak to these rather obvious concerns:
1. Will Daz reach full functionality/compatibility (including IRAY) with the 5XXX (5090) cards -- i.e. a non-prototype, "General Release" that is up to par in terms of stability, bugs, etc. -- like previous Daz General Releases?
2. Expected software maturation timeline: if the answer to my first question is "yes," is there any estimated date of release of a 'ready for prime time,' fully-5XXX card-compatible version of Daz?
I don't want to invest big $$ on a graphics card that ultimately never works well with Daz, nor am I at all interested in stumbling about the "unknown unknowns" of prototype software. Maybe my real questions are: 1) How confident are we that the 5090 will ultimately be a good fit for DAZ, and if confidence is high 2) Might it simply be too early to buy a 5090 card for Daz?
Admittedly not the best searcher of forums, and I understand it might be hard to definitively answer these questions at this point, but --
I've got a new PC-build, ready-to-order, that includes the RTX 5090 32GB, 96GB (2x48GB) DDR5 and Intel Core Ultra 7 265K 3.9GHz. An expensive PC with DAZ as my primary design focus when selecting hardware. I've never spent this much on a PC -- and DEFINITELY not so close to the bleeding-edge of Daz development. Present strengths and weaknesses of the (prototype?) DAZ 2025 alpha-build aside, can anyone speak to these rather obvious concerns:
1. Will Daz reach full functionality/compatibility (including IRAY) with the 5XXX (5090) cards -- i.e. a non-prototype, "General Release" that is up to par in terms of stability, bugs, etc. -- like previous Daz General Releases?
2. Expected software maturation timeline: if the answer to my first question is "yes," is there any estimated date of release of a 'ready for prime time,' fully-5XXX card-compatible version of Daz?
I don't want to invest big $$ on a graphics card that ultimately never works well with Daz, nor am I at all interested in stumbling about the "unknown unknowns" of prototype software. Maybe my real questions are: 1) How confident are we that the 5090 will ultimately be a good fit for DAZ, and if confidence is high 2) Might it simply be too early to buy a 5090 card for Daz?
Thanks!
My system is very similar to yours, except that I have an AMD Ryzen 9 9950X. Iray is supplied by NVIDIA, who also creates drivers for their GPUs. DS 2025 matures with each Alpha release, and will continue to do so when it reaches the Beta stage and eventual General Release stage. If I were you, I would order the new system.
@RenderNovice Why the rush do you get any special discount or something if you get it now ? If not then just wait for DS to be ready, eventually. I mean since they named it DS 2025 it is likely it's within this year, but who knows.
Admittedly not the best searcher of forums, and I understand it might be hard to definitively answer these questions at this point, but --
I've got a new PC-build, ready-to-order, that includes the RTX 5090 32GB, 96GB (2x48GB) DDR5 and Intel Core Ultra 7 265K 3.9GHz. An expensive PC with DAZ as my primary design focus when selecting hardware. I've never spent this much on a PC -- and DEFINITELY not so close to the bleeding-edge of Daz development. Present strengths and weaknesses of the (prototype?) DAZ 2025 alpha-build aside, can anyone speak to these rather obvious concerns:
1. Will Daz reach full functionality/compatibility (including IRAY) with the 5XXX (5090) cards -- i.e. a non-prototype, "General Release" that is up to par in terms of stability, bugs, etc. -- like previous Daz General Releases?
2. Expected software maturation timeline: if the answer to my first question is "yes," is there any estimated date of release of a 'ready for prime time,' fully-5XXX card-compatible version of Daz?
I don't want to invest big $$ on a graphics card that ultimately never works well with Daz, nor am I at all interested in stumbling about the "unknown unknowns" of prototype software. Maybe my real questions are: 1) How confident are we that the 5090 will ultimately be a good fit for DAZ, and if confidence is high 2) Might it simply be too early to buy a 5090 card for Daz?
Thanks!
As someone who bought a 5090 + 9950X3D + 128GB RAM without thinking too much about it, I can tell you this:
Right now, Daz 2025 is “barely usable.” The viewport performance is roughly 1/10th of what it was in 4.24, but the rendering speed has improved (compared to your previous GPU — if it was a 3090, you can expect around a 3x improvement). So, it’s a trade-off — one step forward, one step back — barely acceptable.
My suggestion: if you're currently using a 4090 and Daz is your primary workflow, it's better to hold off on upgrading until Daz 2025 becomes more stable.
That said, buying a 5090 is something you definitely won’t regret. Hardware upgrades are inevitable — if Daz can’t keep up with the 5090, that’s Daz’s problem, not the 5090’s.
Admittedly not the best searcher of forums, and I understand it might be hard to definitively answer these questions at this point, but --
I've got a new PC-build, ready-to-order, that includes the RTX 5090 32GB, 96GB (2x48GB) DDR5 and Intel Core Ultra 7 265K 3.9GHz. An expensive PC with DAZ as my primary design focus when selecting hardware. I've never spent this much on a PC -- and DEFINITELY not so close to the bleeding-edge of Daz development. Present strengths and weaknesses of the (prototype?) DAZ 2025 alpha-build aside, can anyone speak to these rather obvious concerns:
1. Will Daz reach full functionality/compatibility (including IRAY) with the 5XXX (5090) cards -- i.e. a non-prototype, "General Release" that is up to par in terms of stability, bugs, etc. -- like previous Daz General Releases?
2. Expected software maturation timeline: if the answer to my first question is "yes," is there any estimated date of release of a 'ready for prime time,' fully-5XXX card-compatible version of Daz?
I don't want to invest big $$ on a graphics card that ultimately never works well with Daz, nor am I at all interested in stumbling about the "unknown unknowns" of prototype software. Maybe my real questions are: 1) How confident are we that the 5090 will ultimately be a good fit for DAZ, and if confidence is high 2) Might it simply be too early to buy a 5090 card for Daz?
Thanks!
As someone who bought a 5090 + 9950X3D + 128GB RAM without thinking too much about it, I can tell you this:
Right now, Daz 2025 is “barely usable.” The viewport performance is roughly 1/10th of what it was in 4.24, but the rendering speed has improved (compared to your previous GPU — if it was a 3090, you can expect around a 3x improvement). So, it’s a trade-off — one step forward, one step back — barely acceptable.
My suggestion: if you're currently using a 4090 and Daz is your primary workflow, it's better to hold off on upgrading until Daz 2025 becomes more stable.
That said, buying a 5090 is something you definitely won’t regret. Hardware upgrades are inevitable — if Daz can’t keep up with the 5090, that’s Daz’s problem, not the 5090’s.
And if your workflow relies on scripts or plugins, you may feel paralyzed by their absence in DS 2025 Alpha right now. Plugin updates will require a new SDK, which is a WIP according to change log notes.
In general you can use DS 4.x.x.x on a system with only a 50x0 card, you just can't do GPU-assisted Iray renders. So you could do the bulk of your work in DS 4, bake any live modifiers thata re not supports in 2025 to morphs or whatever, and send it over to 2025 for the final render. Given that 3Delight will not be supported and that at least some scripts and plug-ins will almost certainly not be updated (because the creator has died or moved on) some degree of hybrid working is likely to be required for at least a fair while if not forever (depending on tools and workflow).
In general you can use DS 4.x.x.x on a system with only a 50x0 card, you just can't do GPU-assisted Iray renders. So you could do the bulk of your work in DS 4, bake any live modifiers thata re not supports in 2025 to morphs or whatever, and send it over to 2025 for the final render. Given that 3Delight will not be supported and that at least some scripts and plug-ins will almost certainly not be updated (because the creator has died or moved on) some degree of hybrid working is likely to be required for at least a fair while if not forever (depending on tools and workflow).
That would be tenable IF you guys hadn't bought out Render Queue, shut it down and turned it into a paywalled thing. So for this to work in any real capacity, with the mental overhead of doing it, you'd need to pay $20/mo for the privilege of this hassle, setup everything in Daz 4.24, bake out morphs and then run stuff over night in Daz 2025 without ever touching anything in the viewport with whatever Render Queue is called in Premier. :(
Comments
Yes, thank you for making the video, but we have to be honest about the current situation. The viewport lag issue in Daz 2025 has not been fully resolved. After the last update, camera movement and similar operations have slightly improved, but moving objects is still extremely laggy—as can clearly be seen in your video, where dragging a character causes noticeable lag.
(Now I understand why someone like IceCrMn previously said they didn’t encounter any lag. It could be due to personal workflow differences. If someone mainly adjusts character poses using preset poses without doing much object movement, rotation, scaling, or dragging parameters like facial expressions, then it’s understandable that they might not notice how bad the lag really is.)
If we're comparing Iray preview performance, then of course 4.24 is no match for Daz 2025—because 4.24 doesn’t support the 5090 graphics card.(If you're using Iray Preview in 4.24, then you're torturing your CPU.) So if you find the Iray preview in Daz 2025 to be impressive, that’s not really a credit to Daz 2025 itself—it’s just that the 5090 GPU is powerful enough to deliver that kind of performance.
I’m also using a 5090 now, and I believe Daz 2025 is still far from fully utilizing its power—mainly due to the persistent viewport lag issue. But I trust the developers are working hard on it. What we need to do now is to continue reporting the real situation and hope they fix it soon.
No, I fully pose all my charracters.
Most of my scenes have 2 or 3 G8's fully clothed. with hair. Buildings, cars, all the usual stuff.
I'm still not having the issues with lag.
Yes I can overwhealm my system and make it lag.
I don't normaly though.
Usually I just have what I need for the scene I want from the camera perspective.
I don't have any problems posing them, or moving things around
The lag I experience in 2025 while dragging objects in Iray is normal. There has always been a similar lag while dragging objects in Iray. The more complex the scene, the more the lag. I am very familiar with this lag. At times, simply putting strand-based hair on a figure would create a lag so much so that even fingers could not be moved. Iray always has a lag. If Iray did not have an inherent lag there would be absolutely no need for texture shaded mode. When I put one figure in the Daz v2.24 “Iray” viewport there is just as much lag as there is in v2025 "in Iray". The lag is not because the programming is at fault, (IMHO), it is because Iray is so close to raytraced rendering. If you are expecting the lag to go away while dragging objects in Iray, you may have to wait 5 or 10 more years when graphics cards become exponentially more powerful. But then the figures, scenes and geometry will probably be more detailed and that lag will probably still be there. This is why Daz studio is not considered a real-time rendering engine like game engines, but Daz is instead referred to as a progressive (or photorealistic) offline rendering engine. The lag you see in my video while I drag objects in Iray is the way it is in all versions of Daz currently and it is the way it is supposed to be. Other programs do not have this lag because they bake their textures, reduce their geometry and frankly their figures look like cr*p (IMHO) when you really examine and compare them to Daz figures. These modeling programs they are not necessarily “offline rendering engines” (not to mention any names…). They are real-time gaming engines.
This lag is frustrating, I saw it with the first 'alpha' and I'm seeing it with this new one. To be out right honest, my gut says it has everything to do with the viewport's new look. I'm not a tech guru and no amount of reasoning will satify or change my belief.
This new interface area is horrible, it looks horrible, and seems to be a resounding agreement across the board, maybe it's time to face facts, sometimes change isn't worth it and the old ways worked. Please bring back the old viewport or provide the option to have it versus our using this problematic one.
And with that... alpha, again is removed from my computer as a failing product.
This video may be helpful to some
https://www.youtube.com/watch?v=z-ggq_S3sDQ
If you have ReBAR turned on in your BIOS, your Nvidia driver is probably still not be using it.
Be careful downloading the driver inspector, there are a lot of websites misdirecting you to download the wrong thing.
I turned it on but did not notice much of a differance in Daz Studio becasue none of my Daz Studio versions have any lag anyway.
It's certainly normal to experience lag when moving objects in the Iray environment. However, in your case, there's significant lag even when using Texture Shading.
https://youtu.be/A-t72SdM-nw?t=2571
At around the 43:00 mark in your video, you demonstrate dragging a character in Texture Shading mode. From my perspective, the lag is unbearable — it's running at roughly 2 to 5 FPS.
But… you described this situation as "moving pretty nicely"... So I think we may have a different perception of what constitutes lag. I suspect that IceCrMn above might be in the same situation (experiencing lag, but not perceiving it as such).
All in all, when using the same scene, viewport, and Texture Shading mode, version 4.24 has absolutely no such lag issue. So this isn’t a matter of personal experience — there is a clear and serious viewport lag problem in Daz 2025 compared to 4.24.
There’s not much we can do other than continue to report that the lag issue still exists. The worst thing that could happen is reporting incorrect information and causing the dev team to think “the problem has been resolved.”
The Viewport code has been completely rewritten, the first priority is getting it to work at all - then it gets optimised, once the basic functionality is stable. As for the interface area being horrible - I am not sure what you mean by that, but if this is the UI styling then again there had to be a fundamental change (from Qt 4 to Qt 6) - not least to get support for the newer nVidia cards - but that means that the styling needs to be redone, once the basic functioning is stable.
Yes, there is a slight and nearly imperceptible lag in the scene when I drag a gen 9 figure with hair in texture shaded mode when I also have an environment and 10 other gen 9 figures (with hair) in the scene totaling nearly 32gb of video ram... 32GB!
The very same lag is present in version 4.24. This is because the scene was intentionally set up to push the graphics card and Daz to their fullest limits. And at these limits there is a tiny bit of lag, but I was jerking the figure around not trying to place it with precision. When moving it in a more granular and intentional way it is still precise and fluid. When jumping across a large distance it will lag, and this is normal and present in any 3D software when world coordinates are involved. This is not a software limitation, this is a hardware limitation that is present in any software when you overwhelm its hardware’s computational capacity.
When I load this scene in Daz Studio 4.24 (and I have tested it) the exact same lag is present when moving the figure in texture shaded mode. When I delete 10 of the figures all at once, and it takes a while for them to go away… Then, I delete the environment, then I move the figure there is no lag at all. This is because the geometry does not need to redraw the scene with the complexity of other substantial items in the scene. The fact that this redraws so smoothly with so many other items in the scene attests to how well the program is functioning…
The fact that this behaves the same way on two viewports that were independently built from scratch also indicates that this is a hardware limitation and not a software bug.
If I were to load this scene into any other 3D software, I am sure the same lag would be present. I am still of the opinion that this is functioning as intended.
Your issue is with the current limitations of 3D hardware.
If your system has both integrated graphics and discrete graphics, you need to go to Nvidia's 3D settings.
NVIDIA Control Panel:
Under Manage 3D Settings, go to the Program Settings tab, find DazStudio.exe, and set OpenGL rendering GPU = your discrete GPU to use the high-performance NVIDIA GPU explicitly.
Comment: Using a computer requires optimizing it to favor the tasks you are trying to utilize.
If you are a gamer, you set up the system to optimize your games, if you are a 3D artist you need to optimize your system to favor your 3D application.
It may work without optimization, but it will work better with optimization.
Have they mentioned or said anything about when the stable version will come out?
It is an alpha build, so I doubt they could set a date with a great deal of confidence at this stage.
First of all, your demonstration scene really can’t be considered a complex scene. It contains 10 G9 figures wearing only underwear — no Geoshells, no accessories, no clothing. In terms of content, this is a very minimal scene for the viewport. Of course, for demonstration purposes, it’s more than sufficient — but the fact that even this kind of simple scene results in 2–5 FPS is not reasonable at all.
Version 4.24 has absolutely no such lag. I’ve already recorded a comparison video:
https://www.youtube.com/watch?v=6TeZTONx3-s
(This was filmed before the last update — the camera rotation lag has since improved a lot, but the lag when moving objects [e.g., rotating the neck] is still fully present.)
This has nothing to do with personal perception — FPS is the most objective standard. Even if you personally feel that Daz 2025's dragging performance is a “slight and nearly imperceptible lag,” it doesn’t change the fact that Daz 2025 runs at 2–5 FPS, while Daz 4.24 runs at 60+ FPS in the same situation.
Honestly, I don’t understand why we’re arguing about this — aren’t we on the same team? None of us are developers. The only thing we can do is report the facts accurately, so the devs can make improvements. That’s the only way we’ll get better software, right?
I'm wondering about that myself. Some strange people here.. I'm also surprised that the developers — or those close to them — let people argue over 'the truth' instead of simply confirming whether they’ve experienced the issue or not. I'm pretty sure they're testing the software in several different environments anyway.
It turns out you were absolutely right, NamelessxPeasant, about the stuttering issue in Daz Studio 2025—and I owe you an apology for not recognizing it sooner. The problem is deceptively masked by a few factors that initially made it hard to detect.
In particular, when I load a massive scene into Daz 4.24, the frame rate drops to around 3 FPS, which is expected given the scene’s scale. Under those conditions, Daz 2025 appears visually similar in responsiveness. However, what wasn’t immediately obvious is that while 4.24 runs at low FPS with consistent frame pacing—essentially a slow but steady loop—Daz 2025 exhibits a significant frame time variance, resulting in extreme stuttering. This kind of instability in frame pacing means that although 2025 may deliver more frames, they’re arriving at highly inconsistent intervals, degrading the interactive feel.
Because the heavy scene forces both versions into a low-FPS state, the deeper issue in Daz 2025's viewport engine—likely tied to real-time shader evaluation, lack of deferred draw throttling, or manipulation thread blocking—gets visually camouflaged. Only by comparing against lighter scenes or using frame time capture tools like CapFrameX did it become clear that 2025 is suffering from stutter rates consistently above 90%, regardless of overall scene complexity.
So yes, Daz 2025 is still usable for me, but the engine’s frame pacing needs serious attention. Thanks again for sticking to your guns—you were seeing something very real.
New update as of 6/27, no change in performance, still 10-12x slower than 4.24 on a 5090 on the same scene.
Did you see something in the change log that implied that there was a performance change in this version?
I found the update 6.25.2025.17807 on my Windows 11 laptop when I was preparing to download a script and other items today and noticed something I had not heard nor observed before. The scripts/utilities do not have a category header on them when you open up a package in Smart Content. They do in the Beta version of Daz Studio. I did double-check the previous version of the Alpha on my Mac, 6.25.2025.16407 and it also has the same issue. I put both versions of D|S next to each other and took a snip and I am attaching it.
I don't know if the idea is the header is considered redundent or this is an error. I think as someone who is only marginally competent, if I ran across a utility/script in a general file and there was no header to label it, I would be confused. Right now we have Support files without headers which are documents.
On a positive note, I ran Update and Merge Menus and did not get a duplication.
Mary
I would think it is something that was dropped by accident - though it is of course possible it is delbertae. I certainly see the same thing, and all the other type flags seem to be present and correct.
Thank you for confirming this Richard.
People keep saying performance has become better, yet for me it's become way more laggy in the viewport :\ Sticking to 4.24.
We were advised that it was not intentional
Admittedly not the best searcher of forums, and I understand it might be hard to definitively answer these questions at this point, but --
I've got a new PC-build, ready-to-order, that includes the RTX 5090 32GB, 96GB (2x48GB) DDR5 and Intel Core Ultra 7 265K 3.9GHz. An expensive PC with DAZ as my primary design focus when selecting hardware. I've never spent this much on a PC -- and DEFINITELY not so close to the bleeding-edge of Daz development. Present strengths and weaknesses of the (prototype?) DAZ 2025 alpha-build aside, can anyone speak to these rather obvious concerns:
1. Will Daz reach full functionality/compatibility (including IRAY) with the 5XXX (5090) cards -- i.e. a non-prototype, "General Release" that is up to par in terms of stability, bugs, etc. -- like previous Daz General Releases?
2. Expected software maturation timeline: if the answer to my first question is "yes," is there any estimated date of release of a 'ready for prime time,' fully-5XXX card-compatible version of Daz?
I don't want to invest big $$ on a graphics card that ultimately never works well with Daz, nor am I at all interested in stumbling about the "unknown unknowns" of prototype software. Maybe my real questions are: 1) How confident are we that the 5090 will ultimately be a good fit for DAZ, and if confidence is high 2) Might it simply be too early to buy a 5090 card for Daz?
Thanks!
Because DAZ Studio 2025 is still in Alpha, I don't see the sense in putting too much work into projects.
We shouldn't expect much till it is finished.
And, I'm pretty well convinced that my current DAZ Studio computer won't be up to the task of handling DAZ Studio 2025.
My system is very similar to yours, except that I have an AMD Ryzen 9 9950X. Iray is supplied by NVIDIA, who also creates drivers for their GPUs. DS 2025 matures with each Alpha release, and will continue to do so when it reaches the Beta stage and eventual General Release stage. If I were you, I would order the new system.
@RenderNovice Why the rush do you get any special discount or something if you get it now ? If not then just wait for DS to be ready, eventually. I mean since they named it DS 2025 it is likely it's within this year, but who knows.
As someone who bought a 5090 + 9950X3D + 128GB RAM without thinking too much about it, I can tell you this:
Right now, Daz 2025 is “barely usable.” The viewport performance is roughly 1/10th of what it was in 4.24, but the rendering speed has improved (compared to your previous GPU — if it was a 3090, you can expect around a 3x improvement). So, it’s a trade-off — one step forward, one step back — barely acceptable.
My suggestion: if you're currently using a 4090 and Daz is your primary workflow, it's better to hold off on upgrading until Daz 2025 becomes more stable.
That said, buying a 5090 is something you definitely won’t regret. Hardware upgrades are inevitable — if Daz can’t keep up with the 5090, that’s Daz’s problem, not the 5090’s.
And if your workflow relies on scripts or plugins, you may feel paralyzed by their absence in DS 2025 Alpha right now. Plugin updates will require a new SDK, which is a WIP according to change log notes.
It is just an alpha, after all. Keep the general release and give your feedbacks about the alpha.
I just don't get, why everyone seems upset.
In general you can use DS 4.x.x.x on a system with only a 50x0 card, you just can't do GPU-assisted Iray renders. So you could do the bulk of your work in DS 4, bake any live modifiers thata re not supports in 2025 to morphs or whatever, and send it over to 2025 for the final render. Given that 3Delight will not be supported and that at least some scripts and plug-ins will almost certainly not be updated (because the creator has died or moved on) some degree of hybrid working is likely to be required for at least a fair while if not forever (depending on tools and workflow).
That would be tenable IF you guys hadn't bought out Render Queue, shut it down and turned it into a paywalled thing. So for this to work in any real capacity, with the mental overhead of doing it, you'd need to pay $20/mo for the privilege of this hassle, setup everything in Daz 4.24, bake out morphs and then run stuff over night in Daz 2025 without ever touching anything in the viewport with whatever Render Queue is called in Premier. :(