Since the version "Daz Studio 2025 ALPHA - version 6.25.2025.27507! (Updated October 2, 2025)" I have the problem that DAZ crashes after a short time due to lack of system memory. In the current version "Daz Studio 2025 ALPHA - version 6.25.2025.30407! (Updated October 31, 2025)", the error is unfortunately still present. I load a simple character, move it a few times and suddenly nothing works anymore. Then an error message appears that there is no memory left. Backing up or quitting is then no longer possible. In the versions before that, I never had such a problem. Version Daz Studio 2025 ALPHA - version 6.25.2025.26119! (Updated September 19, 2025) runs without any problems.
My system: MacMini M4 with MacOS Sequoia (current release)
I see the same issue - MacBook Pro M3 with MacOS Sequoia.
OK, I confirmed this, the memory leak is when moving around the viewport.
Same issue here; as soon as I start moving a character, changing expressions, bending arms, etc., the memory starts climbing quickly from 3+ GB to over 300 GB, at which point the system advises me that I'm out of application memey and asks me to start force-quitting any open applications.
I guess the mantra is still "two steps forward, one step back".
Okay, I just tested a scene I put together a few days ago in 4.24 and then rendered in the previous 6.25 which took 2 minutes, today with the new 6.25.30407 it took 1 minute 15 seconds. A character, hair, outftit, jewerly and an HDRI. I did not try to move any body parts or adjust anything. It did successfully render and complete.
Edit to add: This was on my MacMini M4 64GB, Tahoe 16.0.1
I just started trying this out yesterday. I'm on macOS 15.6.1 running on an Mac Studio with an Apple M2 Max chip.
The interface has been totally cleaned up (Hooray!). Menus are back where they should be and working correctly. The borders of buttons and fields are displaying properly now.
There has been a change in the behavior of the cameras. When I look through a camera whose "Visible" or "Visible in Viewport" is set to "Off," all the objects in the scene turn black. I hope that's not an intentional change as I don't know what purpose it would serve. Currently, I set camera visibility off or on depending on whether I want to see them in the scene when looking through another camera.
I'm very excited about where I see this new version going.
I just started trying this out yesterday. I'm on macOS 15.6.1 running on an iMac with an Apple M2 Max chip.
The interface has been totally cleaned up (Hooray!). Menus are back where they should be and working correctly. The borders of buttons and fields are displaying properly now.
There has been a change in the behavior of the cameras. When I look through a camera whose "Visible" or "Visible in Viewport" is set to "Off," all the objects in the scene turn black. I hope that's not an intentional change as I don't know what purpose it would serve. Currently, I set camera visibility off or on depending on whether I want to see them in the scene when looking through another camera.
I'm very excited about where I see this new version going.
Just be aware of the "bug" in the current version, where changes to the viewport leaks memory, and fast, you can easily end up with a system hang when DS grabbed 450 GB RAM (that will of course be fixed), but I agree with you, DS 6 is a great step forward, all those GUI artefacts in DS on macOS 11+ are now gone. It's faster, it renders faster. Rendering on my macStusio with M4 Max is really fast, no more wait all night for renders to finish.
but I agree with you, DS 6 is a great step forward, all those GUI artefacts in DS on macOS 11+ are now gone. It's faster, it renders faster. Rendering on my macStusio with M4 Max is really fast, no more wait all night for renders to finish.
I wholeheartedly agree! The rendering speed on my 5090 is beyond ludicrous, tweaking the samples and other Tone Mapping settings, allows me to finish 4K renders in under a minute. It's not even funny.
However, what trully isn't fun is the iRay preview lag when trying to move around a scene. It's not even lag, it's like, frames-per-minute type shaenanigans, like the GPU is struggling to re-render something?
The absolutely attrocious 1 second delay when hovering the mouse cursor over objects to select (That alone is just unworkable for me).
And not to mention, being unable to zoom in or out when holding Ctrl+Alt. What's up with that? Is there a temporary fix for it?
And, of course, moving characters in a full scene still lags horribly.
I would honestly start working on Daz 2025 to get accustomed to it, if only the Ctrl+Alt zoom worked... :(
After updating to DAZ 2025 version 6.25.2025.30407, I've noticed an issue with the viewport interaction. When I right-click on a model in the viewport, the context menu doesn't appear immediately. I have to click multiple times before it shows up.
This behavior wasn't present in the previous version, and it's affecting my workflow. Could you please look into this?
After updating to DAZ 2025 version 6.25.2025.30407, I've noticed an issue with the viewport interaction. When I right-click on a model in the viewport, the context menu doesn't appear immediately. I have to click multiple times before it shows up.
This behavior wasn't present in the previous version, and it's affecting my workflow. Could you please look into this?
Thanks in advance!
If you right-click on a model for the first time, the menu appears, but afterwards, you have to left-click outside the model a few times, and then the right-click context works instantly.
After updating to DAZ 2025 version 6.25.2025.30407, I've noticed an issue with the viewport interaction. When I right-click on a model in the viewport, the context menu doesn't appear immediately. I have to click multiple times before it shows up.
This behavior wasn't present in the previous version, and it's affecting my workflow. Could you please look into this?
Thanks in advance!
If you right-click on a model for the first time, the menu appears, but afterwards, you have to left-click outside the model a few times, and then the right-click context works instantly.
I ran into the basic issue last night, but hadn't traced through the ramifications.
Please implement **Normal Transfer** and **Custom Normal Input** support in the new MaterialX-based shader system.
Right now, DAZ Studio’s Iray shaders always use geometry normals internally, which makes toon/NPR shading difficult and causes unwanted wrinkle shading on smooth faces.
If DAZ Studio 6 allows overriding geometry normals or baking transferred normals directly (like Blender’s Data Transfer or Unreal’s tangent-space workflow), it will finally solve long-standing issues with toon shading and morph deformation artifacts.
This feature fits perfectly with DAZ 6’s MaterialX and Filament 2.0 roadmap.
Thanks for your work on DAZ Studio 6 Alpha — this improvement would make a huge difference for both NPR and realistic workflows.
Is it me or in the latest release the playhead is scrubbing the timeline without being selected. Moving the mouse over a keyframe and the playhead jumps to that keyframe automatically.
Is it me or in the latest release the playhead is scrubbing the timeline without being selected. Moving the mouse over a keyframe and the playhead jumps to that keyframe automatically.
if I start the alpha while the current 4.24 beta(or release version) is running it unregistered all of the plugins for 4.24
if I start the alpha first then I can run 4.24 at the same time as alpha and still have all my plugins.
Not sure if this has been covered yet or not and it's not show stopper bug or anything like that. Just a nuisance to remember to start 2025 first before running 4.24 to use plugins and scripts that haven't been updated yet.
Those who have a Apple Silicon mac, trying to figure out what is the common dominator for the Memory bug (which I dug into and pinpointed it to Metal memory leak ( unified memory used my Metal is leaking).
I found the following having the issue or not having the issue by looking in this thread, doing my own tests and "askig around" a bit.
Machines having the issue:
MacMini M4 with MacOS Sequoia
MacBook Pro M3 with MacOS Sequoia 4k+ display
MacBook Pro M4pro, 48 GB RAM; OS: Sequoia 15.3 4k+ display
macStudio M4 Max, macOS 26.1 4k+ display
macStudio M1 Max, macOS 26.1 4k+ display
macBook Pro M5, macOS 26.1 4k+ display macMini M1, macOS 26.0.1 ?? Diplay ??
Machines not having the issue:
macStudio M1 Max, macOS 15.7.1
macMini M1, macOS 13
macMini M1, macOS 26.0.1
macStudio M1 Max, macOS 26.1 2k display
So. from my "my super scientific investgations", it looks like the problems happens with M3, M4 and M5 CPUs in different configurations, but not on the M1 in different configurations.
So, shout out to all mac Users with Mx CPUs that haven't tested if they leak memory or not, please test and report in this thread, so we can give the devs something to work from.
How to test:
Open DS 6 Alpha, open Actitivy Monitor, set it to Memory.
Load a figure, and rotate it os pose it, keep close watch on the mempry usage, don't pose/rotate more than a second, wait for the RAM updare (dont want you to crash hard. Does it chew RAM at an alarming rate g speed, like 2-5 GB per second you move / pose things, or does memory usage stay stable?
Please test and report HW, OS, and Display resolution 2K, or 4K (or higher) and if you have a memory leak or not.
Those who have a Apple Silicon mac, trying to figure out what is the common dominator for the Memory bug (which I dug into and pinpointed it to Metal memory leak ( unified memory used my Metal is leaking).
I found the following having the issue or not having the issue by looking in this thread, doing my own tests and "askig around" a bit.
Machines having the issue:
MacMini M4 with MacOS Sequoia
MacBook Pro M3 with MacOS Sequoia
MacBook Pro M4pro, 48 GB RAM; OS: Sequoia 15.3
macStudio M4 Max, macOS 26.1
macBook Pro M5, macOS 26.1
Machines not having the issue:
macStudio M1 Max, macOS 15.7.1
macMini M1, macOS 13
macMini M1, macOS 26.0.1
So. from my "my super scientific investgations", it looks like the problems happens with M3, M4 and M5 CPUs in different configurations, but not on the M1 in different configurations.
So, shout out to all mac Users with Mx CPUs that haven't tested if they leak memory or not, please test and report in this thread, so we can give the devs something to work from.
How to test:
Open DS 6 Alpha, open Actitivy Monitor, set it to Memory.
Load a figure, and rotate it os pose it, keep close watch on the mempry usage, don't pose/rotate more than a second, wait for the RAM updare (dont want you to crash hard. Does it chew RAM at an alarming rate g speed, like 2-5 GB per second you move / pose things, or does memory usage stay stable?
Please test and report HW, OS and if you have a memory leak or not.
I have the memory leak, too. I am on a macMini M1, macOS 26.0.1
The leak is smaller (3-5 GB) when I double-click on a pose. However, when I move the camera ball around, the leak is much larger (12-15 MB). Rotating the ball continually for about 3 seconds caused my memory to jump over 35 GB and gave me an "system has run out of application memory" error (final memory usage was over 100 GB.
I reloaded DS Alpha and was able to duplicate the memory leak from moving the camera ball in the viewport without having any figures loaded.
itinerant said:
I have the memory leak, too. I am on a macMini M1, macOS 26.0.1
The leak is smaller (3-5 GB) when I double-click on a pose. However, when I move the camera ball around, the leak is much larger (12-15 MB). Rotating the ball continually for about 3 seconds caused my memory to jump over 35 GB and gave me an "system has run out of application memory" error (final memory usage was over 100 GB.
I reloaded DS Alpha and was able to duplicate the memory leak from moving the camera ball in the viewport without having any figures loaded.
Thanks for reporting. One question, do you have a 4K or higher resolution display?
I just tested my M1 Max and it doesnt leak if the DS window is on a 2K display, but leaks when the DS window is on a 4K display (snagged one from the M4 Max), this might a a crucial part of the puzzle, so please reply.
itinerant said:
I have the memory leak, too. I am on a macMini M1, macOS 26.0.1
The leak is smaller (3-5 GB) when I double-click on a pose. However, when I move the camera ball around, the leak is much larger (12-15 MB). Rotating the ball continually for about 3 seconds caused my memory to jump over 35 GB and gave me an "system has run out of application memory" error (final memory usage was over 100 GB.
I reloaded DS Alpha and was able to duplicate the memory leak from moving the camera ball in the viewport without having any figures loaded.
Thanks for reporting. One question, do you have a 4K or higher resolution display?
I just tested my M1 Max and it doesnt leak if the DS window is on a 2K display, but leaks when the DS window is on a 4K display (snagged one from the M4 Max), this might a a crucial part of the puzzle, so please reply.
I definitely have the problem. I have an M3 iMac with a "4.5K" resolution....
itinerant said:
I have the memory leak, too. I am on a macMini M1, macOS 26.0.1
The leak is smaller (3-5 GB) when I double-click on a pose. However, when I move the camera ball around, the leak is much larger (12-15 MB). Rotating the ball continually for about 3 seconds caused my memory to jump over 35 GB and gave me an "system has run out of application memory" error (final memory usage was over 100 GB.
I reloaded DS Alpha and was able to duplicate the memory leak from moving the camera ball in the viewport without having any figures loaded.
Thanks for reporting. One question, do you have a 4K or higher resolution display?
I just tested my M1 Max and it doesnt leak if the DS window is on a 2K display, but leaks when the DS window is on a 4K display (snagged one from the M4 Max), this might a a crucial part of the puzzle, so please reply.
Yes, my monitor is 4K. That is a very specific parameter distinction. Amazing that you noticed it!
Those who have a Apple Silicon mac, trying to figure out what is the common dominator for the Memory bug (which I dug into and pinpointed it to Metal memory leak ( unified memory used my Metal is leaking).
I found the following having the issue or not having the issue by looking in this thread, doing my own tests and "askig around" a bit.
Machines having the issue:
MacMini M4 with MacOS Sequoia
MacBook Pro M3 with MacOS Sequoia 4k+ display
MacBook Pro M4pro, 48 GB RAM; OS: Sequoia 15.3 4k+ display
macStudio M4 Max, macOS 26.1 4k+ display
macStudio M1 Max, macOS 26.1 4k+ display
macBook Pro M5, macOS 26.1 4k+ display macMini M1, macOS 26.0.1 ?? Diplay ??
Machines not having the issue:
macStudio M1 Max, macOS 15.7.1
macMini M1, macOS 13
macMini M1, macOS 26.0.1
macStudio M1 Max, macOS 26.1 2k display
So. from my "my super scientific investgations", it looks like the problems happens with M3, M4 and M5 CPUs in different configurations, but not on the M1 in different configurations.
So, shout out to all mac Users with Mx CPUs that haven't tested if they leak memory or not, please test and report in this thread, so we can give the devs something to work from.
How to test:
Open DS 6 Alpha, open Actitivy Monitor, set it to Memory.
Load a figure, and rotate it os pose it, keep close watch on the mempry usage, don't pose/rotate more than a second, wait for the RAM updare (dont want you to crash hard. Does it chew RAM at an alarming rate g speed, like 2-5 GB per second you move / pose things, or does memory usage stay stable?
Please test and report HW, OS, and Display resolution 2K, or 4K (or higher) and if you have a memory leak or not.
The issue exists for me, and I don't even need to load a figure. Just using the view gizmo to change the point of view does the trick. My system:
Model: macStudio (2023)
chip: Apple M2 Max
Memmory: 64 GB
macOS: Sequoia 15.6.1
Display: Apple Studio Display 27-inch
Resolution: 2560 x 1440
The display port locks up after memory usage gets close to 200 GB.
I tested "Daz Studio 2025 ALPHA – Version 6.25.2025.30407" again because of the "Memory Bug".
Hardware used:
Basic MacMini M4 (MacOS Sequoia 15.7.2)
Basic MacMini M1 (MacOS Tahoe 26.1)
Monitor LG 4K set with 2560 x 1440 resolution
Test:
"Genesis 8 Dev Load" loaded and not activated, then only moved the "Viewport View Tool (Cube)" for about 15 seconds until the memory error message came on both Macs.
After that, I had to do a hard reset.
By the way, the "Memory Bug" has existed since version "Daz Studio 2025 ALPHA – Version 6.25.2025.27507! (Updated October 2, 2025)".
Thanks everyone!
I think we can call this "nailed down" to Apple Mx HW with "unified memory" and a 4K screen ( display rescaling doesn't matter, the display is still 4K )
@Totte I just had an update (Tahoe 26.1) for my MacMini M4 which fixed my colors on Interface Style so that you can see them again. So I opened a scene that had Olympia 9 HD in it and used PowerPose and moved her around with the Activity Monitor on and Memory selected, barely saw a blip pop up on the screen. Could this have solved the issue you noted above?
@Totte I just had an update (Tahoe 26.1) for my MacMini M4 which fixed my colors on Interface Style so that you can see them again. So I opened a scene that had Olympia 9 HD in it and used PowerPose and moved her around with the Activity Monitor on and Memory selected, barely saw a blip pop up on the screen. Could this have solved the issue you noted above?
Do you have a 4K monitor?
Did you have the memory leak before?
I run 26.1 and I have the leak with 4K screen and not with a HD screen
That was on the Apple Studio Display, 27 inch (5120 x 2880). I also have a HP 27xi Display 27inch (1920 x 1080) hooked up to the MacMini. I never noticed a memory leak before or that dragging others mentioned.
I pretty much leave the monitors to run as they came from the store, except keeping a dark rendered scene and a picture of my late dog as background on them respectively.
I do keep the Activity Monitor now in a lower position on one screen so I can see when something spikes.
Running 26.1, just rotated an empty scene around using the "manipultor 3D cube", DS went from 511 MB to 14.4 GB in less than 2 seconds...
And I just held mouse on the cube and wiggled it back and forth fast. Might be that somehwere down the 3D pipeline, when updates are coming fast (new scene position relative to camera), something isnt freed.
Try that!
(Yes, I know, I've got a morbid love for finding weird bugs, in other people's code)
Running 26.1, just rotated an empty scene around using the "manipultor 3D cube", DS went from 511 MB to 14.4 GB in less than 2 seconds...
And I just held mouse on the cube and wiggled it back and forth fast. Might be that somehwere down the 3D pipeline, when updates are coming fast (new scene position relative to camera), something isnt freed.
Try that!
(Yes, I know, I've got a morbid love for finding weird bugs, in other people's code)
Okay, just woke up and loaded the Alpha and on my main monitor tried what you said. At first it only showed 4.5MB, but as I glanced to the HP monitor to verify what you said to do, the memory went up to 65.04 GB and has stayed there.
Thanks for teaching me how to look for this. I am always open to learning, if you are willing to take the time to teach me.
Mary
Edit to add: Put a primitive in the scene and moved it around and the memory spiked to 135GB. I see what everyone is saying, but I still was able to move it. But at what point will D|S crash?
Running 26.1, just rotated an empty scene around using the "manipultor 3D cube", DS went from 511 MB to 14.4 GB in less than 2 seconds...
And I just held mouse on the cube and wiggled it back and forth fast. Might be that somehwere down the 3D pipeline, when updates are coming fast (new scene position relative to camera), something isnt freed.
Try that!
(Yes, I know, I've got a morbid love for finding weird bugs, in other people's code)
Okay, just woke up and loaded the Alpha and on my main monitorI tried what you said. At first it only showed 4.5MB, but as I glanced to the HP monitor to verify what you said to do, the memory went up to 65.04 GB and has stayed there.
Thanks for teaching me how to look for this. I am always open to learning, if you are willing to take the time to teach me.
Mary
Thanks for confirming my suspicions on what causes the memory leak, how the devs have enough information I think, to track it down!
Running 26.1, just rotated an empty scene around using the "manipultor 3D cube", DS went from 511 MB to 14.4 GB in less than 2 seconds...
And I just held mouse on the cube and wiggled it back and forth fast. Might be that somehwere down the 3D pipeline, when updates are coming fast (new scene position relative to camera), something isnt freed.
Try that!
(Yes, I know, I've got a morbid love for finding weird bugs, in other people's code)
hmm, that's odd.
according to the AI in VS code thats what happened with my last crash on Windows 11.
The crash was a yesterday and happened while I was using the geometry sculptor.
VS said something about "use after free" if I recall correctly.
I've attached the full report to this post.
I'm on Windows 11 so might be totally different problem.
Might be the same only manifesting differently.
I should note that the gizmo widget disappears or parts of it aren't drawn in the viewport lots of times.
Sometimes the arrows are missing, sometimes it the other parts of the manipulator.Sometimes it doesn't draw at all.
Doesn't apprear to be any specific tool.
This crash was while using the geo-sculptor, others have been when I was moving things in the scene with the Universal tool.
Comments
Those drivers should be good, according to the last post in the Iray thread https://www.daz3d.com/forums/discussion/comment/9348031/#Comment_9348031 . What does the log say, probably fairly soon after the daz Studio starting line
Same issue here; as soon as I start moving a character, changing expressions, bending arms, etc., the memory starts climbing quickly from 3+ GB to over 300 GB, at which point the system advises me that I'm out of application memey and asks me to start force-quitting any open applications.

I guess the mantra is still "two steps forward, one step back".
MacBook Pro M4pro, 48 GB RAM; OS: Sequoia 15.3 .
Okay, I just tested a scene I put together a few days ago in 4.24 and then rendered in the previous 6.25 which took 2 minutes, today with the new 6.25.30407 it took 1 minute 15 seconds. A character, hair, outftit, jewerly and an HDRI. I did not try to move any body parts or adjust anything. It did successfully render and complete.
Edit to add: This was on my MacMini M4 64GB, Tahoe 16.0.1
Hi,
I have two RTX 5090 which are working well with Daz Studio Alpha 6.25.2025.30407.
The Nvidia driver is:
GeForce Game Ready 577.00 from 07.22.2025.
Doesn't Daz Alpha like the Studio drivers?
System:
Windows 11 Pro 24H2
AMD Ryzen 7950X
128GB RAM
Dual RTX 5090
I just started trying this out yesterday. I'm on macOS 15.6.1 running on an Mac Studio with an Apple M2 Max chip.
The interface has been totally cleaned up (Hooray!). Menus are back where they should be and working correctly. The borders of buttons and fields are displaying properly now.
There has been a change in the behavior of the cameras. When I look through a camera whose "Visible" or "Visible in Viewport" is set to "Off," all the objects in the scene turn black. I hope that's not an intentional change as I don't know what purpose it would serve. Currently, I set camera visibility off or on depending on whether I want to see them in the scene when looking through another camera.
I'm very excited about where I see this new version going.
Just be aware of the "bug" in the current version, where changes to the viewport leaks memory, and fast, you can easily end up with a system hang when DS grabbed 450 GB RAM (that will of course be fixed), but I agree with you, DS 6 is a great step forward, all those GUI artefacts in DS on macOS 11+ are now gone. It's faster, it renders faster. Rendering on my macStusio with M4 Max is really fast, no more wait all night for renders to finish.
I wholeheartedly agree! The rendering speed on my 5090 is beyond ludicrous, tweaking the samples and other Tone Mapping settings, allows me to finish 4K renders in under a minute. It's not even funny.
However, what trully isn't fun is the iRay preview lag when trying to move around a scene. It's not even lag, it's like, frames-per-minute type shaenanigans, like the GPU is struggling to re-render something?
The absolutely attrocious 1 second delay when hovering the mouse cursor over objects to select (That alone is just unworkable for me).
And not to mention, being unable to zoom in or out when holding Ctrl+Alt. What's up with that? Is there a temporary fix for it?
And, of course, moving characters in a full scene still lags horribly.
I would honestly start working on Daz 2025 to get accustomed to it, if only the Ctrl+Alt zoom worked... :(
After updating to DAZ 2025 version 6.25.2025.30407, I've noticed an issue with the viewport interaction. When I right-click on a model in the viewport, the context menu doesn't appear immediately. I have to click multiple times before it shows up.
This behavior wasn't present in the previous version, and it's affecting my workflow. Could you please look into this?
Thanks in advance!
If you right-click on a model for the first time, the menu appears, but afterwards, you have to left-click outside the model a few times, and then the right-click context works instantly.
I ran into the basic issue last night, but hadn't traced through the ramifications.
@DAZ_Spooky @DAZ_Jake
Feature Request for DAZ Studio 6 Alpha:
Please implement **Normal Transfer** and **Custom Normal Input** support in the new MaterialX-based shader system.
Right now, DAZ Studio’s Iray shaders always use geometry normals internally, which makes toon/NPR shading difficult and causes unwanted wrinkle shading on smooth faces.
If DAZ Studio 6 allows overriding geometry normals or baking transferred normals directly (like Blender’s Data Transfer or Unreal’s tangent-space workflow), it will finally solve long-standing issues with toon shading and morph deformation artifacts.
This feature fits perfectly with DAZ 6’s MaterialX and Filament 2.0 roadmap.
Thanks for your work on DAZ Studio 6 Alpha — this improvement would make a huge difference for both NPR and realistic workflows.

Is it me or in the latest release the playhead is scrubbing the timeline without being selected. Moving the mouse over a keyframe and the playhead jumps to that keyframe automatically.
I'm not seeing this on a quick test.
if I start the alpha while the current 4.24 beta(or release version) is running it unregistered all of the plugins for 4.24
if I start the alpha first then I can run 4.24 at the same time as alpha and still have all my plugins.
Not sure if this has been covered yet or not and it's not show stopper bug or anything like that. Just a nuisance to remember to start 2025 first before running 4.24 to use plugins and scripts that haven't been updated yet.
Those who have a Apple Silicon mac, trying to figure out what is the common dominator for the Memory bug (which I dug into and pinpointed it to Metal memory leak ( unified memory used my Metal is leaking).
I found the following having the issue or not having the issue by looking in this thread, doing my own tests and "askig around" a bit.
Machines having the issue:
MacMini M4 with MacOS Sequoia
MacBook Pro M3 with MacOS Sequoia 4k+ display
MacBook Pro M4pro, 48 GB RAM; OS: Sequoia 15.3 4k+ display
macStudio M4 Max, macOS 26.1 4k+ display
macStudio M1 Max, macOS 26.1 4k+ display
macBook Pro M5, macOS 26.1 4k+ display
macMini M1, macOS 26.0.1 ?? Diplay ??
Machines not having the issue:
macStudio M1 Max, macOS 15.7.1
macMini M1, macOS 13
macMini M1, macOS 26.0.1
macStudio M1 Max, macOS 26.1 2k display
So. from my "my super scientific investgations", it looks like the problems happens with M3, M4 and M5 CPUs in different configurations, but not on the M1 in different configurations.
So, shout out to all mac Users with Mx CPUs that haven't tested if they leak memory or not, please test and report in this thread, so we can give the devs something to work from.
How to test:
Open DS 6 Alpha, open Actitivy Monitor, set it to Memory.
Load a figure, and rotate it os pose it, keep close watch on the mempry usage, don't pose/rotate more than a second, wait for the RAM updare (dont want you to crash hard. Does it chew RAM at an alarming rate g speed, like 2-5 GB per second you move / pose things, or does memory usage stay stable?
Please test and report HW, OS, and Display resolution 2K, or 4K (or higher) and if you have a memory leak or not.
I have the memory leak, too. I am on a macMini M1, macOS 26.0.1
The leak is smaller (3-5 GB) when I double-click on a pose. However, when I move the camera ball around, the leak is much larger (12-15 MB). Rotating the ball continually for about 3 seconds caused my memory to jump over 35 GB and gave me an "system has run out of application memory" error (final memory usage was over 100 GB.
I reloaded DS Alpha and was able to duplicate the memory leak from moving the camera ball in the viewport without having any figures loaded.
Thanks for reporting. One question, do you have a 4K or higher resolution display?
I just tested my M1 Max and it doesnt leak if the DS window is on a 2K display, but leaks when the DS window is on a 4K display (snagged one from the M4 Max), this might a a crucial part of the puzzle, so please reply.
I definitely have the problem. I have an M3 iMac with a "4.5K" resolution....
Yes, my monitor is 4K. That is a very specific parameter distinction. Amazing that you noticed it!
The issue exists for me, and I don't even need to load a figure. Just using the view gizmo to change the point of view does the trick. My system:
The display port locks up after memory usage gets close to 200 GB.
Hello!
I tested "Daz Studio 2025 ALPHA – Version 6.25.2025.30407" again because of the "Memory Bug".
Hardware used:
Test:
"Genesis 8 Dev Load" loaded and not activated, then only moved the "Viewport View Tool (Cube)" for about 15 seconds until the memory error message came on both Macs.
After that, I had to do a hard reset.
By the way, the "Memory Bug" has existed since version "Daz Studio 2025 ALPHA – Version 6.25.2025.27507! (Updated October 2, 2025)".
Thanks everyone!
I think we can call this "nailed down" to Apple Mx HW with "unified memory" and a 4K screen ( display rescaling doesn't matter, the display is still 4K )
@Totte I just had an update (Tahoe 26.1) for my MacMini M4 which fixed my colors on Interface Style so that you can see them again. So I opened a scene that had Olympia 9 HD in it and used PowerPose and moved her around with the Activity Monitor on and Memory selected, barely saw a blip pop up on the screen. Could this have solved the issue you noted above?
Do you have a 4K monitor?
Did you have the memory leak before?
I run 26.1 and I have the leak with 4K screen and not with a HD screen
That was on the Apple Studio Display, 27 inch (5120 x 2880). I also have a HP 27xi Display 27inch (1920 x 1080) hooked up to the MacMini. I never noticed a memory leak before or that dragging others mentioned.
I pretty much leave the monitors to run as they came from the store, except keeping a dark rendered scene and a picture of my late dog as background on them respectively.
I do keep the Activity Monitor now in a lower position on one screen so I can see when something spikes.
Running 26.1, just rotated an empty scene around using the "manipultor 3D cube", DS went from 511 MB to 14.4 GB in less than 2 seconds...
And I just held mouse on the cube and wiggled it back and forth fast. Might be that somehwere down the 3D pipeline, when updates are coming fast (new scene position relative to camera), something isnt freed.
Try that!
(Yes, I know, I've got a morbid love for finding weird bugs, in other people's code)
Two problems.
Panes cannot be dragged to move or closed.
Shift+Y cannot be directly operated in the preview screen, it must be operated in the Scene at the top right.
Okay, just woke up and loaded the Alpha and on my main monitor tried what you said. At first it only showed 4.5MB, but as I glanced to the HP monitor to verify what you said to do, the memory went up to 65.04 GB and has stayed there.
Thanks for teaching me how to look for this. I am always open to learning, if you are willing to take the time to teach me.
Mary
Edit to add: Put a primitive in the scene and moved it around and the memory spiked to 135GB. I see what everyone is saying, but I still was able to move it. But at what point will D|S crash?
Thanks for confirming my suspicions on what causes the memory leak, how the devs have enough information I think, to track it down!
hmm, that's odd.
according to the AI in VS code thats what happened with my last crash on Windows 11.
The crash was a yesterday and happened while I was using the geometry sculptor.
VS said something about "use after free" if I recall correctly.
I've attached the full report to this post.
I'm on Windows 11 so might be totally different problem.
Might be the same only manifesting differently.
I should note that the gizmo widget disappears or parts of it aren't drawn in the viewport lots of times.
Sometimes the arrows are missing, sometimes it the other parts of the manipulator.Sometimes it doesn't draw at all.
Doesn't apprear to be any specific tool.
This crash was while using the geo-sculptor, others have been when I was moving things in the scene with the Universal tool.