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.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
This may sound treasonous, but has anyone tried animating a Daz produced render with an AI app? In moments, you can have an animation.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
This may sound treasonous, but has anyone tried animating a Daz produced render with an AI app? In moments, you can have an animation.
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
I think they are just adding a few fingers in some more pies. It is my belief that Daz Studio is still important to them.
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
I think they are just adding a few fingers in some more pies. It is my belief that Daz Studio is still important to them.
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
I see that more as an effort to expand their market rather than replace it. They've been trying different ways to do that for a very long time, like showing a simplified iPhone/iPad version of DAZ shortly after Genesis first came out when they were trying to appeal to game developers, to NFTs, to AI and so on.
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
I see that more as an effort to expand their market rather than replace it. They've been trying different ways to do that for a very long time, like showing a simplified iPhone/iPad version of DAZ shortly after Genesis first came out when they were trying to appeal to game developers, to NFTs, to AI and so on.
It's a similiar approach as to what Reallusion did with iClone and Character Creator. Studio 6 has a builtin AI that is very intuative. Give it a shot, it actually knows the program very well and can write scripts too. There is some issue with the copy and paste feature of the AI interface, but its not bad.
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
I see that more as an effort to expand their market rather than replace it. They've been trying different ways to do that for a very long time, like showing a simplified iPhone/iPad version of DAZ shortly after Genesis first came out when they were trying to appeal to game developers, to NFTs, to AI and so on.
It's a similiar approach as to what Reallusion did with iClone and Character Creator. Studio 6 has a builtin AI that is very intuative. Give it a shot, it actually knows the program very well and can write scripts too. There is some issue with the copy and paste feature of the AI interface, but its not bad.
I haven't had a chance to test it, but the AI I was talking about was when you could get their AI to build you an image; I never tried that either but the impression I had was that you couldn't get it to build you an image, then also make you DAZ Studio scene that you could then work with, so more like an AI image generator limited to DAZ resources that ended in 2025. Again, I never tried it so I could be way off base.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
I'm curious - what percentage of users do you think are running DS on a Mac?
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
I'm curious - what percentage of users do you think are running DS on a Mac?
- Greg
A more pertinent question might be what percentage of the profits are generated by Mac users, wouldn't it?
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
I'm curious - what percentage of users do you think are running DS on a Mac?
- Greg
A more pertinent question might be what percentage of the profits are generated by Mac users, wouldn't it?
Sure, but I was trying to keep it simple. Maybe not 100% correlated, but surely the 2 are related.
What would do you think is the percentage of users that run DS on a Mac?
Also, what do you think the answer to your own question would be?
These questions are interesting to me because as somebody who writes scripts, supporting Macs (whether or not it's worth the added time/cost of buying a mac and developing on it) has been an issue in the past.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
I'm curious - what percentage of users do you think are running DS on a Mac?
- Greg
A more pertinent question might be what percentage of the profits are generated by Mac users, wouldn't it?
Sure, but I was trying to keep it simple. Maybe not 100% correlated, but surely the 2 are related.
What would do you think is the percentage of users that run DS on a Mac?
Also, what do you think the answer to your own question would be?
These questions are interesting to me because as somebody who writes scripts, supporting Macs (whether or not it's worth the added time/cost of buying a mac and developing on it) has been an issue in the past.
- Greg
My apologies, my first thought was that we were going down the "there are so fewer Mac users that you can't expect DAZ to spend too much time supporting them" scenario, one I've heard too many times in the past.
I honestly have no idea on either, as it's no doubt changed over the years. I suspect the numbers weren't that far apart in the early days, but focusing on NVidea as they have has probably reduced the numbers of Mac users. Not being able to provide things like Filament as a partial solution for over four years while the Windows users enjoyed it and Filatoon didn't help either, and some of the script issues also slowed down new purchases and adoption.
Inquire shows concern that without a native Mac version soon, new Macs or Macs updated to the new OS next year won't be able to run DAZ Studio at all so when someone essesntially seems to ask how important is Mac support to DAZ if there's only a small number of users, I jumped to the wrong conclusion; again, my apologies.
Most DAZ-based scripts should run in most cases on both, but there've been issues in recent years where a new upgrade comes out and suddenly scripts that worked previiously stopped working.
I suspect, based on observations on how Mac users spend on small entertainment items (DAZ assets, app store games, etc.) compared to their Windows cousins that a Mac user might spend more per person in an even market, but that would no doubt shift when those assets are designed to work better on a Windows machine, so even that comparison is out the window.
All that said, my personal feelings are that all of the money I've spent here at the DAZ store has been worth it, that at no time did I expect that everything would work perfectly forever and that upgrading my machine or operating system might cause issues in no way should be blamed on DAZ, everything still works as promised on my older machines. If at any point DAZ deems that the cost/profit ratio determines that supporting Mac users loses them money, then I'd have absolutely no problem with them dropping Mac support, despite my being a Mac user. It's just business. In the meantime, one area where they might focus would be on providing an alternative to iRay, not only for Mac users but for Windows users who can't always afford a new video card just to render images. For far less than the price of a high-end NVidea card I puchased a new 3D printer that prints in 8 colours, along with a year or two worth of material to print with. Ironically, I invested heavily in being able to print far, far slower than an iRay image on a Mac.
Scripts and macOS on DS 4 is down to one thing, running DS on Rosetta 2 on Apple Mx CPUs. The problem as I have analyzed it is that they way Qt 4 script engien works, and they way Rosetta2 cache system works, makes Rosetta2 caches to be in a bad state sometimes, and DS crashes as soon as you run a script. Start DS try again, sometimes you crash 3-4 times until Rosetta2 caches is in a stable state, then everything works.
That is totally gone under DS 6, even running under Rosetta2.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
I'm curious - what percentage of users do you think are running DS on a Mac?
- Greg
A more pertinent question might be what percentage of the profits are generated by Mac users, wouldn't it?
There is also the large number of of Daz artists who use Apple products which often gets forgotten.
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
I'm curious - what percentage of users do you think are running DS on a Mac?
- Greg
A more pertinent question might be what percentage of the profits are generated by Mac users, wouldn't it?
There is also the large number of of Daz artists who use Apple products which often gets forgotten.
I purchased an RTX 5060TI graphics card recently because of it's cheapness combined with its high VRAM capacity.
I read that scripts no longer work in beta version of DAZ studio, is that correct or it only applies to mesh grabber?
I am using the following scripts, I basically can't use DAZ properly without any of them:
Pose swissknife
Batch Render
Render Queue
mcjDenoise
Genesis 3&8 to 9 Pose converter
Genesis 9 to 3&8 Pose converter
Scene optimizer
Incremental save
Look at camera II
Animate II
Please let me know if anyone who is using BETA version also use these scripts correctly. Sorry for my english in advance!
I purchased an RTX 5060TI graphics card recently because of it's cheapness combined with its high VRAM capacity.
I read that scripts no longer work in beta version of DAZ studio, is that correct or it only applies to mesh grabber?
I am using the following scripts, I basically can't use DAZ properly without any of them:
Pose swissknife
Batch Render
Render Queue
mcjDenoise
Genesis 3&8 to 9 Pose converter
Genesis 9 to 3&8 Pose converter
Scene optimizer
Incremental save
Look at camera II
Animate II
Please let me know if anyone who is using BETA version also use these scripts correctly. Sorry for my english in advance!
Mesh Grabber is a plug-in, not a script, and plug-ins will need updating (though Mesh Grabber is now the Premier Geometry Sculptor tool, and that is the only version that will get updates; the same is true for Render Queue, only the premier plug-in will get updates - both are available now in DS 2026/6). Scripts, which most of your list are, may or may not work in DS 2026/6. However, most of these do their work and then leave regular DS data behind, which will transfer to DS 2026 - so do scene set up in DS 4, convert any Mesh Grabber modofiers to morphs, save, and open in DS 2026 for rendering. You will be without Render Queue if you are not a Premier member, but everything else should be manageable.
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?
Oh, boy. It requires the BSOD video drivers? Seriously?
Think of how this seems to an Apple Macintosh user when scripts don't work in DS 4 and the software runs in emulation, and Rosetta 2, the emulation tool, will soon be dropped by Apple.
This may sound treasonous, but has anyone tried animating a Daz produced render with an AI app? In moments, you can have an animation.
a whole thread full of us
https://www.daz3d.com/forums/discussion/591121/remixing-your-art-with-ai#latest
Have you seen this Daz AI Solutions page? It looks to me like they are targeting a different market now. Is Daz Studio still relevant to Daz? I hope so.
I think they are just adding a few fingers in some more pies. It is my belief that Daz Studio is still important to them.
That's good to hear. Thanks for your reply.
I see that more as an effort to expand their market rather than replace it. They've been trying different ways to do that for a very long time, like showing a simplified iPhone/iPad version of DAZ shortly after Genesis first came out when they were trying to appeal to game developers, to NFTs, to AI and so on.
It's a similiar approach as to what Reallusion did with iClone and Character Creator. Studio 6 has a builtin AI that is very intuative. Give it a shot, it actually knows the program very well and can write scripts too. There is some issue with the copy and paste feature of the AI interface, but its not bad.
I haven't had a chance to test it, but the AI I was talking about was when you could get their AI to build you an image; I never tried that either but the impression I had was that you couldn't get it to build you an image, then also make you DAZ Studio scene that you could then work with, so more like an AI image generator limited to DAZ resources that ended in 2025. Again, I never tried it so I could be way off base.
https://www.daz3d.com/blog/introducing-daz-ai-studio?utm_source=google&utm_medium=cpc&utm_campaign=PerformanceMaxProspectingInternational&utm_content=&utm_term=&utm_matchtype=&utm_creative=&gad_source=1&gad_campaignid=21513627338&gbraid=0AAAAAD_jm2fhEyFkX_sYp4OcvezzGeAwf&gclid=Cj0KCQjwlLDQBhDjARIsAPlIefEjF3K3l-vSI5OFus-ngKr83Ht0XpBbRiIdGKggPfLHbl7hyb7o85AaApYtEALw_wcB
I'm curious - what percentage of users do you think are running DS on a Mac?
- Greg
A more pertinent question might be what percentage of the profits are generated by Mac users, wouldn't it?
Sure, but I was trying to keep it simple. Maybe not 100% correlated, but surely the 2 are related.
What would do you think is the percentage of users that run DS on a Mac?
Also, what do you think the answer to your own question would be?
These questions are interesting to me because as somebody who writes scripts, supporting Macs (whether or not it's worth the added time/cost of buying a mac and developing on it) has been an issue in the past.
- Greg
My apologies, my first thought was that we were going down the "there are so fewer Mac users that you can't expect DAZ to spend too much time supporting them" scenario, one I've heard too many times in the past.
I honestly have no idea on either, as it's no doubt changed over the years. I suspect the numbers weren't that far apart in the early days, but focusing on NVidea as they have has probably reduced the numbers of Mac users. Not being able to provide things like Filament as a partial solution for over four years while the Windows users enjoyed it and Filatoon didn't help either, and some of the script issues also slowed down new purchases and adoption.
Inquire shows concern that without a native Mac version soon, new Macs or Macs updated to the new OS next year won't be able to run DAZ Studio at all so when someone essesntially seems to ask how important is Mac support to DAZ if there's only a small number of users, I jumped to the wrong conclusion; again, my apologies.
Most DAZ-based scripts should run in most cases on both, but there've been issues in recent years where a new upgrade comes out and suddenly scripts that worked previiously stopped working.
I suspect, based on observations on how Mac users spend on small entertainment items (DAZ assets, app store games, etc.) compared to their Windows cousins that a Mac user might spend more per person in an even market, but that would no doubt shift when those assets are designed to work better on a Windows machine, so even that comparison is out the window.
All that said, my personal feelings are that all of the money I've spent here at the DAZ store has been worth it, that at no time did I expect that everything would work perfectly forever and that upgrading my machine or operating system might cause issues in no way should be blamed on DAZ, everything still works as promised on my older machines. If at any point DAZ deems that the cost/profit ratio determines that supporting Mac users loses them money, then I'd have absolutely no problem with them dropping Mac support, despite my being a Mac user. It's just business. In the meantime, one area where they might focus would be on providing an alternative to iRay, not only for Mac users but for Windows users who can't always afford a new video card just to render images. For far less than the price of a high-end NVidea card I puchased a new 3D printer that prints in 8 colours, along with a year or two worth of material to print with. Ironically, I invested heavily in being able to print far, far slower than an iRay image on a Mac.
Scripts and macOS on DS 4 is down to one thing, running DS on Rosetta 2 on Apple Mx CPUs. The problem as I have analyzed it is that they way Qt 4 script engien works, and they way Rosetta2 cache system works, makes Rosetta2 caches to be in a bad state sometimes, and DS crashes as soon as you run a script. Start DS try again, sometimes you crash 3-4 times until Rosetta2 caches is in a stable state, then everything works.
That is totally gone under DS 6, even running under Rosetta2.
There is also the large number of of Daz artists who use Apple products which often gets forgotten.
Indeed!
I purchased an RTX 5060TI graphics card recently because of it's cheapness combined with its high VRAM capacity.
I read that scripts no longer work in beta version of DAZ studio, is that correct or it only applies to mesh grabber?
I am using the following scripts, I basically can't use DAZ properly without any of them:
Pose swissknife
Batch Render
Render Queue
mcjDenoise
Genesis 3&8 to 9 Pose converter
Genesis 9 to 3&8 Pose converter
Scene optimizer
Incremental save
Look at camera II
Animate II
Please let me know if anyone who is using BETA version also use these scripts correctly. Sorry for my english in advance!
Mesh Grabber is a plug-in, not a script, and plug-ins will need updating (though Mesh Grabber is now the Premier Geometry Sculptor tool, and that is the only version that will get updates; the same is true for Render Queue, only the premier plug-in will get updates - both are available now in DS 2026/6). Scripts, which most of your list are, may or may not work in DS 2026/6. However, most of these do their work and then leave regular DS data behind, which will transfer to DS 2026 - so do scene set up in DS 4, convert any Mesh Grabber modofiers to morphs, save, and open in DS 2026 for rendering. You will be without Render Queue if you are not a Premier member, but everything else should be manageable.