Daz Studio 6 Beta - version 6.25.2026.14722! (Updated May 28, 2026)

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  • RustyBlnRustyBln Posts: 7

    I'm using the NVIDIA GameReady-Drivers. First system is a Ryzen 7800X3D, 64 GB DDR5 and a 4090. Second system is a 13600K, 64 GB DDR5 and a 5090. I have the same viewport problems on both machines, so that problem isn't only on Blackwell cards. 

  • PadonePadone Posts: 4,152
    edited 3:54PM

    In general game drivers are not good for 3D applications, as they're not stable enough for the viewport and rendering. A game is much more simple and optimized. For 3D applications to work fine you need the studio drivers, that's what they are for, otherwise there would be no point for them. You can't complain about DS performances if you use game drivers.

    Other than that, it is also better to stay close to the drivers used by the developers, so not to update studio drivers if it is not needed, as new versions may affect previous features, or introduce new bugs drivers are not always perfect, even studio ones. To get stable drivers is critical for 3D apps to work fine.

    For DS6 the reference studio driver is 576.80, see if the viewport works fine with this driver.

    https://www.nvidia.com/en-us/drivers/details/247854/

    Post edited by Padone at
  • bluejauntebluejaunte Posts: 2,097

    Padone said:

    In general game drivers are not good for 3D applications, as they're not stable enough for the viewport and rendering. A game is much more simple and optimized. For 3D applications to work fine you need the studio drivers, that's what they are for, otherwise there would be no point for them. You can't complain about DS performances if you use game drivers.

    Other than that, it is also better to stay close to the drivers used by the developers, so not to update studio drivers if it is not needed, as new versions may affect previous features, or introduce new bugs drivers are not always perfect, even studio ones. To get stable drivers is critical for 3D apps to work fine.

    For DS6 the reference studio driver is 576.80, see if the viewport works fine with this driver.

    https://www.nvidia.com/en-us/drivers/details/247854/

    They're the same drivers, just slightly different testing methodology. It's quite unlikely that you will have unusable performance in one but not the other. I'd say in this day and age you're better off researching which drivers are considered good in general because NVidia has lost the plot in recent memory with tons of issues cropping up. Probably too busy with AI...

  • Richard HaseltineRichard Haseltine Posts: 110,246

    Padone said:

    @Richard, do you have a dedicated card for the viewport ? Because this may make the difference over people using the same card for the viewport and rendering. Eventually, if this is the case, it may also help the developers.

    p.s. Also, for everyone, stating your hardware specifications may help to understand what's the difference among systems which work and don't. Otherwise it's just complaining going blind that doesn't help the developers.

    No, I do have a basic AMD Radeon on the CPU but the monitor is connected to the GPU and that is what is used for renders and for the Iray Drawstyle.

  • Richard HaseltineRichard Haseltine Posts: 110,246

    ArtRoulade said:

    Richard Haseltine said:

    RustyBln said:

    Richard Haseltine said:

    ArtRoulade said:

    RustyBln said:

    Richard Haseltine said:

    yonashald said:

    Richard Haseltine said:

    yonashald said:

    Falco said:

    I ended up downgrading from the 5090 back to my 3090 so i could use 4.24 again, being able to work more quickly/smoothly in the viewport for production outweighed the 3x faster render times since I can queue those.  $3000 paperweight sitting on my desk until things hopefully improve sad.  

     

    It is seriously embarassing how long this has been a problem that hasn't been fixed yet. 

    Whata re you meaning? DS 4 will never be able to use 50x0 cards, nVidia changed the way they compile the render engne and that cannot be used with DS 4. The only way to itengrate the iray versions required for 50x0 card support is to make changes that break compatibility with DS 4, in other words a full new version. Fortunately DS 6 was already in development and can use the versions of Iray required for 50x0 support.

    What I'm refeering to is how insanely bad the viewport on the BETA is compared to DS 4, you can act like it isn't but it is, it laggs/stutters way more than DS4, and considering that is the only real option for people with newer graphic cards, and yeah its a "beta" but I would expect that they would be able to do something about it within a year, but I guess I was wrong.

    No one is acting like it isn't so, but it does eem to vary from user to user - which makes it much harder to figure out what is happening and how to address it.

     

    As far as I can see it almost every user here with a 5090 card reported that issue with the BETA. I'm one of them. Just test your own software with a 5090 card and a bigger scene and you should immediately notice the bad viewport performance compared to 4.24. Can't be that difficult. 

    For example using a scene in Daz Studio 6.25 with New York Stores | Daz 3D on a 5090 the camera movement becomes sluggish even without characters.

    In DZ 4.24 with a 4090 everything runs smooth using the same scene. 1st pc - AMD 9800X3D + NVidia 5090; 2nd pc - AMD 5900X + NVidia 4090.

    In which mode? I have a 5090 here, Texture Shaded seemed fine, Iray of coursedrops duriing movement but settled down as soon as I stopped, Filament also seems fine.

    Basically every mode is barely usable. So you're saying the viewport performance with the BETA is the same as with 4.24 on your PC? I'm sorry to say that, but that's really hard to believe. I tried the DAZ BETA on different PCs, with a fresh installed Win11 and a clean driver installation. It was always the same. Viewport performance on 4.24 was perfectly fine while it's unusable with the BETA. 

    Certainly it seems pretty mucxh the same, and perfectly adequate. I didn't time it in FPS, the non-Iray modes (including Universal) are responsive in realtime, as far as I can tell.

    Don't get me wrong, but you've got a HUGE problem here, and if it isn't fixed, I can easily imagine that, over time, MANY users will switch to other software like Blender, because as it stands now, DAZ 26 is simply unusable for everyday work. 

    Please load two storefronts into a scene for further testing and move the camera while in universal or texture-shaded mode. I’m not writing this out of boredom. The same problem also occurs on a third system with an AMD 7940HS and a 4090 Mobile.

    I did have two copies of the scene loaded, well the two different files under Environment which is what I thought was meant.

    There are scenes where the camera movements works fluently but in other scenes I have the same problem as mentioned.

    New York Stores | Daz 3D

  • SensuSensu Posts: 16

    Richard Haseltine said:

    Unfortunately not every process can be multi-threaded - that requires that the process can be slit down into separate bits that can each be worked on without needing information from any other bit. In the case of adjusting a pose or shape then there are a lot of linked ramifications (one property that may be linked to another) and they al need to be traced through to get a final value, from which the shape can be calculated.

     

    Thank you for your reply and for taking the time.

    I understand the situation, though unfortunately, it’s not much of a consolation. Purely out of professional curiosity, I am wondering: what kind of single-core clock-speed performance would actually be required to get characters to move smoothly in real-time within the viewport, without this choppy, delayed response? To be honest, composing scenes this way is highly tedious and frustrating. While turning off visibility for hair and clothing is a standard workaround, honestly, it doesn't yield any significant improvement in performance.

  • SensuSensu Posts: 16

    bluejaunte said:

    Two hands could let you pour water and stir at the same time. You're not gonna handwrite twice as fast with two hands though. Single vs multithreading.

     

    Thank you for your reply as well, I understand the method.

  • SensuSensu Posts: 16

    DoctorJellybean said:

    Sensu said:

    Why is the Viewport Texture Shaded still single and lonely? A 3D artist girl's case with "lazy" processor threads... 

    Hi everyone!wink

    I’d love to get some clarity on Viewport performance, because working in Texture Shaded mode lately feels like a bit of an unpredictable adventure. I’m honestly pulling my hair out due to the constant slideshow effect, and I’d really love to understand the whys before I go completely bald and have to wear a wig in front of the monitor.

    As I’ve been digging through the technical spheres, I’ve started to get the picture: Daz—my dear, stubborn little favorite—insists on assigning just a single thread to calculate character movement and outfit adjustments, while leaving the others to rest. It’s almost as if it were saying: "We deal with one thing at a time, if you please!"

    My Beast (my PC) is certainly not the latest luxury model, but it’s far from a potato: it’s a Dual Xeon system (20 cores, 40 threads) running the studio, loaded with 128 GB of RAM. In theory, it should be purring like a satisfied kitten, but instead, it acts more like a moody little tiger that only moves when it really has to.

    But the thing that actually makes me smile... OH WAIT, NO! :) I’m looking at the stats, and I see a single poor thread sweating, but curiously, not even at 100%, while the other 39 threads are cheering on that one poor soul from their comfy armchairs with a beer in hand, as it tries to move that pesky character outfit. Real teamwork, right!

    Is there anyone here who could be my hero and explain to a mortal artist: what is the technical reason why Daz is so loyal to this single-threaded technique in the Viewport? Is there any beautiful hope that in the future, the other threads might join in on this little game? Or, if anyone has heard any juicy gossip from the developers regarding modernization, don’t keep it to yourself—bring it on!

    If anyone knows a secret spell (or just has a well-proven tip) on how I could convince my "crew" to work together, please share! I’d be very grateful!

    Thanks a lot to any clever gentleman or experienced colleague who can gift me some knowledge—or at least a little bit of hope!

     It may not be what you want to hear, but here goes.

    Studio multithreads the update of individual figures and props in a scene when the geometry on a node is large enough to justify it. However, Studio does not currently multithread the processing of the entire scene node list due to potential inter-dependencies between nodes. They may reexamine this methodology in the future.

    Yes, I have already heard about that, thank you very much for your reply.

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