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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.
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...
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.
I did have two copies of the scene loaded, well the two different files under Environment which is what I thought was meant.
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.
Thank you for your reply as well, I understand the method.
Yes, I have already heard about that, thank you very much for your reply.
...thanks for clarifying
So it looks like I'll be stuck on 4.21.0.5 until memory and storage prices come back down to earth as I pretty much need to rebuild a good portion of my system just to comply with the Win 11 TPM requirement (current cost estimate [PC PartPicker] is over 2.300 USD and that's sans GPU [l already have a 12 GB 3060])
I also have the 4.24 general release installer on backup media but it is useless until I can perform the system upgrade as the Nvidia driver ir has doesn't support older versions of Windows.
Hi. I'm experiencing severe lag in the latest version (daz 6) when using the "Orbit ZXY" camera tool while NVIDIA Iray is active in the viewport. In version 4.24, camera moves smooth while render iray active
I made a fresh install (I removed my previous driver with DDU) of the studio drivers you suggested and nothing changed. Still the same laggy viewport as with the other driver.
@RustyBln @Richard Another difference I can think of, is 4K vs full HD monitors. The viewport may work fine with full HD and stutter with a scaled 4K. This would probably be a Qt limitation though, rather than a driver issue. One possible workaround may be to set the 4K monitor at full resolution, to avoid the scaling, even if the text will be small. Then of course a 4K viewport is more heavy to process than full HD, but his is unavoidable.
Other than that I have no other ideas what it could be. It's always good to keep the dev drivers though.
p.s. Or one can set the 4K monitor at full HD and see if the viewport works fine. Of course this way the 4K monitor is underused.
Exactly those two different storefronts.
I just installed the new preview windows update KB5089573 and my problem seems fixed. I'll have to test it on my other systems.
Could you please let us know as soon as you have tested it on your other systems.
I've been considering to switch to Blender, maybe this viewport problem thingy is a perfect opportunity to do that?
I'd just create scenes using 4.24 and do the renders and rest at the blender side?
Please let me know any blender users if they are happy with their workflow.
I read that diffeomorphic does wonders and Chatgpt keep telling me to switch to blender after many years of experiencing daz, it is time to level up my game.
My monitor resolution is 1,920 * 1,200, so that might certainly be a fctoir if others have much higher resolutions.
I just updated my PC with 3 things this morning and I see a strong improvement in the viewport performance when comparing 4.24 and 6 (2026). My personal opinion is that the main viewport is now useable and before anyone jumps on me for saying this please remember this is only my subjective opinion. I'd still be happier if the main viewport in 6 (2026) was as smooth as 4.24. (details below)
Unfortunately although some of my script products work in 6 (2026) many do not. Of course none of my plug-in products work in 6 (2026) This means my bottom line is that I will still continue to do the bulk of my work in 4.24 and then render in 6 (2026). At least when I have to make a last minute change to a scene before rendering it's now much easier to do so in 6 (2026) than it used to be.
Details:
PC: MSI manufactured: Intel Core Ultra 9 (285K), Windows 11 Professional 64-bit, 128 GB RAM, MSI NVIDIA GeForce RTX 5090
Updates: (I'm sorry to say I did all 3 updates before testing so I cannot say which one(s) are responsible for the improvement.)
1) DAZ Studio 6, build 6.25.2026.14722 (64-bit) Public Build
2) Nvidia driver: Studio Driver 610.47 - May 27, 2026
3) Windows 11 Professional 64 bit installation: 2026-05 Preview Update (KB5089573) (26200.8524)
I did a direct comparison of 4.24 and 6 (2026) on the same PC with both programs open simultaneously which is my normal work mode now. I paid very close attention to the lag and stutter behavior in the main viewport that has been happening in 6 (2026) throughout the alpha and beta releases. I used 2 copies of the same large large scene file [open in 4.24, 'save as' to make a copy, open the copy in 6 (2026)]. The scene file is just over 16 MB in size and includes 14 visible G8 characters, 3 visible G8.1 characters, and 6 hidden G8 characters. A screen shot of the main viewport is attached (one character has a node instance if you're counting characters). Over 95% of the objects in the scene were purchased from DAZ but a few were purchased from 3rd party vendors. I only use the main viewport, I never even open an Aux Viewport pane.
The lag and stutter in 6 (2026) is improved a great deal after the 3 updates but even so it is still present. It is important to say that 4.24 has absolutely no lag and stutter, none at all. The lag and stutter in 6 (2026) is most noticeable when using the 'View: Orbit/Rotate/Bank' and 'View: Vantage/Orbit' controls. When you initiate an action with either of these controls there is often a brief delay and then a small jump when the first movement occurs, i.e. it is not a smooth and immediate start. There is also an occassional small 'stutter' during movement. The lag and stutter is less when using the 'View; Pan/Dolly' and 'View: Dolly Zoom/Focal Zoom' controls. I do not notice any delay when using the 'View:Frame/Aim' and 'View: Reset' controls.
One thing that I believe is important to mention. The lag/stutter behavior is not perfectly consistent and predictable. For example, if you use the same control repeatedly the initial lag may not happen every time but it does happen over half the time. Again, this behavior simply does not exist in 4.24.
In general there are viewport issues in blender as well, for heavy scenes we have to hide unneeded objects via collections and use the solid mode to animate to avoid delays. So the viewport performance is a common ground here. You don't switch to blender for the viewport, you switch to blender because once the figure is there you can do everything you want with her, far beyond what you can do in daz studio.