Just installed the latest beta (6.25.2026.12107) and subjectively I believe the main viewport performance has improved but it's still inferior to 4.24. The artifact remaining in the new 2026 beta is that when you first begin a rotation nothing happens for a brief time and then it jumps to a rotation that is a quite different from the original rotation, i.e. it is not a smooth start. Strangely the jump is sometimes in the opposite direction of the rotation but more often it is in the correct direction. After the jump rotation is smooth and performs about the same as 4.24. In 4.24 rotation starts smoothly without any jump and is always in the correct direction. Although the jump at the start of rotation is annoying I could live with it if necessary. Previously the jump happened both at the start of rotation and periodically during rotation.
I tried a relatively large scene and compared rotation around two objects. The first is near the center: 100,0,0 (X,Y,Z). The second is fairly far away at -6000,32.90,-750 (X,Y,Z). There was no perceptable difference in the behavior of rotation around these two objects. The jump at the start of rotation occurred for both objects and afterwards rotation was smooth.
Both versions are installed on the same PC and use the same database. It's a fairly high end PC: Windows 11 professional, Intel core ultra 9 285, 128 GB RAM, MSI 5090 video card. Perhaps this is worth mentioning; I never use an aux viewport and the pane is never open.
Good point, I didn't test that since I was using DAZ 2026 solely because of the GTX 5070. I'm testing it now; will report back.
Before the Legion, I had a Thinkpad P16 Gen 2 (Intel Core i9-13950HX vPro, 64 GB RAM and RTX ADA 4000) from my work and on that one neither version had this issue.
As far as I can tell, this behaviour doesn't happen on 4.x. I've been trying a couple scenarios where it would definitely happen with DAZ 2026 yesterday but 4.x keeps running nicely. Running two of those scenarios then with DAZ 2026 and it occurred again.
In a try-catch block, the error variable is undefined after a throw. It is present when thrown by the underlying system.
try { throw "Error from throw";}catch (e) { print('Fatal error: ' + e.name + ": " + e.message); print(' at line ' + e.lineNumber + ' in ' + e.fileName); // e is undefined after a throw.}
One thing to mention between lines is for the people who use daz4 saves in daz6 to render stuff: Create a copy of your .duf file first! I completely forgot about my manual edits on Mesh Grabber on daz4, openning it in daz6, making a few adjustments and hit "save" (old habit). Since daz6 doesn't have it yet, all the meshes I manually edited was gone and pokethroughs appeared out of nowhere when I opened back in daz4. It was already too late for me with my silly mistake, but by mentioning it here, maybe I save a few of you :)
For essential tools like Mesh grabber, measure metrics (for g9), dforce companion (for me at least), Is there any info regarding their daylight into the daz6 yet? :(
One thing to mention between lines is for the people who use daz4 saves in daz6 to render stuff: Create a copy of your .duf file first! I completely forgot about my manual edits on Mesh Grabber on daz4, openning it in daz6, making a few adjustments and hit "save" (old habit). Since daz6 doesn't have it yet, all the meshes I manually edited was gone and pokethroughs appeared out of nowhere when I opened back in daz4. It was already too late for me with my silly mistake, but by mentioning it here, maybe I save a few of you :)
For essential tools like Mesh grabber, measure metrics (for g9), dforce companion (for me at least), Is there any info regarding their daylight into the daz6 yet? :(
Mesh Grabber is now Geometry Sculptor. Measure Metrics and dForce Companion updates depend on the creators.
One thing to mention between lines is for the people who use daz4 saves in daz6 to render stuff: Create a copy of your .duf file first! I completely forgot about my manual edits on Mesh Grabber on daz4, openning it in daz6, making a few adjustments and hit "save" (old habit). Since daz6 doesn't have it yet, all the meshes I manually edited was gone and pokethroughs appeared out of nowhere when I opened back in daz4. It was already too late for me with my silly mistake, but by mentioning it here, maybe I save a few of you :)
For essential tools like Mesh grabber, measure metrics (for g9), dforce companion (for me at least), Is there any info regarding their daylight into the daz6 yet? :(
Mesh Grabber is now Geometry Sculptor. Measure Metrics and dForce Companion updates depend on the creators.
If you are using an older Mesh Grabber then, as far as I know, it will not be updated - but you can bake its effects to morphs, which will transfer.
Daz Studio 6 has horrendous performance, I have a RTX 5090, Ryzen 9 7950x3d, 64gb ram; In IRAY preview I get better viewability moving around but while slow moving it doesnt take years to update where as the 5090 is very slow and very choppy rendering in preview. is anyone else having the same issue CPU performing better that GPU. I never had this problem 3 updates ago with the GPU choppiness in IRAY preview. Another thing I tested CPU in as cant use GPU in daz 4.26 and its like liquid in iray preview which show how bad this daz 6 really is.
Here's a feature request, borderline bug report, for any version of Daz Studio. Could we stop loading a scene when using regular File > Open registering as an undo step?
Don't know if this might help, although I have not updated to the latest release since .4408 due to reading so many problems on later releases, but I found that the lag issue in viewport was caused by geometry on props. At first I thought it was the dforce hair issue and clothing mesh, but after deleting things from the scene I found it to be geometry from a building prop that was causing the lag.
However as stated I am running .4408 version which seems to run nicely, albeit the perspective sometimes locks to a sideways up and down. So I will wait until I read about a version with no problems in viewport before updating.
Add to scene a saved character Genesis 8 Male, with an attached Anatomy "Genesis 8 Genetilia". The main image flickers around the shoulders pretty severely. There is a progress bar on the lower right that goes crazy and the system is pretty much unresponsive as the %s rolls constantly. To fix this, select the genetilia and then sort by "Currently Used", then look at "Render SubD Level (Minimum)" Mine is set to 3. Move the slider to 0 and the recursive % progress bar stops and the image is responsive again. Unfortunatley, while the interface is working, trying to use the camera icon to draw the image creates a crash.
Add to scene a saved character Genesis 8 Male, with an attached Anatomy "Genesis 8 Genetilia". The main image flickers around the shoulders pretty severely. There is a progress bar on the lower right that goes crazy and the system is pretty much unresponsive as the %s rolls constantly. To fix this, select the genetilia and then sort by "Currently Used", then look at "Render SubD Level (Minimum)" Mine is set to 3. Move the slider to 0 and the recursive % progress bar stops and the image is responsive again. Unfortunatley, while the interface is working, trying to use the camera icon to draw the image creates a crash.
Comments
Just installed the latest beta (6.25.2026.12107) and subjectively I believe the main viewport performance has improved but it's still inferior to 4.24. The artifact remaining in the new 2026 beta is that when you first begin a rotation nothing happens for a brief time and then it jumps to a rotation that is a quite different from the original rotation, i.e. it is not a smooth start. Strangely the jump is sometimes in the opposite direction of the rotation but more often it is in the correct direction. After the jump rotation is smooth and performs about the same as 4.24. In 4.24 rotation starts smoothly without any jump and is always in the correct direction. Although the jump at the start of rotation is annoying I could live with it if necessary. Previously the jump happened both at the start of rotation and periodically during rotation.
I tried a relatively large scene and compared rotation around two objects. The first is near the center: 100,0,0 (X,Y,Z). The second is fairly far away at -6000,32.90,-750 (X,Y,Z). There was no perceptable difference in the behavior of rotation around these two objects. The jump at the start of rotation occurred for both objects and afterwards rotation was smooth.
Both versions are installed on the same PC and use the same database. It's a fairly high end PC: Windows 11 professional, Intel core ultra 9 285, 128 GB RAM, MSI 5090 video card. Perhaps this is worth mentioning; I never use an aux viewport and the pane is never open.
As far as I can tell, this behaviour doesn't happen on 4.x. I've been trying a couple scenarios where it would definitely happen with DAZ 2026 yesterday but 4.x keeps running nicely. Running two of those scenarios then with DAZ 2026 and it occurred again.
Daz Studio 6.25.2026.12107
In a try-catch block, the error variable is undefined after a throw. It is present when thrown by the underlying system.
In 4.24, it works fine.
Nevermind! I gotta create the error object to throw so that I can get it back! Sheesh.
One thing to mention between lines is for the people who use daz4 saves in daz6 to render stuff: Create a copy of your .duf file first! I completely forgot about my manual edits on Mesh Grabber on daz4, openning it in daz6, making a few adjustments and hit "save" (old habit). Since daz6 doesn't have it yet, all the meshes I manually edited was gone and pokethroughs appeared out of nowhere when I opened back in daz4. It was already too late for me with my silly mistake, but by mentioning it here, maybe I save a few of you :)
For essential tools like Mesh grabber, measure metrics (for g9), dforce companion (for me at least), Is there any info regarding their daylight into the daz6 yet? :(
Mesh Grabber is now Geometry Sculptor. Measure Metrics and dForce Companion updates depend on the creators.
If you are using an older Mesh Grabber then, as far as I know, it will not be updated - but you can bake its effects to morphs, which will transfer.
Daz Studio 6 has horrendous performance, I have a RTX 5090, Ryzen 9 7950x3d, 64gb ram; In IRAY preview I get better viewability moving around but while slow moving it doesnt take years to update where as the 5090 is very slow and very choppy rendering in preview. is anyone else having the same issue CPU performing better that GPU. I never had this problem 3 updates ago with the GPU choppiness in IRAY preview. Another thing I tested CPU in as cant use GPU in daz 4.26 and its like liquid in iray preview which show how bad this daz 6 really is.
Here's a feature request, borderline bug report, for any version of Daz Studio. Could we stop loading a scene when using regular File > Open registering as an undo step?
Don't know if this might help, although I have not updated to the latest release since .4408 due to reading so many problems on later releases, but I found that the lag issue in viewport was caused by geometry on props. At first I thought it was the dforce hair issue and clothing mesh, but after deleting things from the scene I found it to be geometry from a building prop that was causing the lag.
However as stated I am running .4408 version which seems to run nicely, albeit the perspective sometimes locks to a sideways up and down. So I will wait until I read about a version with no problems in viewport before updating.
Mac Bug:
Add to scene a saved character Genesis 8 Male, with an attached Anatomy "Genesis 8 Genetilia". The main image flickers around the shoulders pretty severely. There is a progress bar on the lower right that goes crazy and the system is pretty much unresponsive as the %s rolls constantly. To fix this, select the genetilia and then sort by "Currently Used", then look at "Render SubD Level (Minimum)" Mine is set to 3. Move the slider to 0 and the recursive % progress bar stops and the image is responsive again. Unfortunatley, while the interface is working, trying to use the camera icon to draw the image creates a crash.
Translated Report (Full Report Below)
-------------------------------------
Process: DAZStudio [62714]
Path: /Applications/DAZ 3D/*/DAZStudio.app/Contents/MacOS/DAZStudio
Identifier: com.DAZ.DAZStudio
Version: 6.25.2026.12107 (6.25.2026.12107)
Code Type: X86-64 (Translated)
Role: Background
Parent Process: launchd [1]
Coalition: com.DAZ.DAZStudio [50945]
User ID: 501
...etc...
Model: Mac13,2, BootROM 18000.101.7, proc 20:16:4:0 processors, 64 GB, SMC
Graphics: Apple M1 Ultra, Apple M1 Ultra, Built-In
Display: LG HDR 4K, 6016 x 3384, Main, MirrorOff, Online
Memory Module: LPDDR5, Hynix
AirPort: spairport_wireless_card_type_wifi (0x14E4, 0x4387), wl0: Jan 20 2026 17:44:29 version 20.140.13.0.8.7.224 FWID 01-ad1e8d98
IO80211_driverkit-1555.23 "IO80211_driverkit-1555.23" Apr 5 2026 21:03:59
Bluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports
The figure and genitalia, both from DAZ?