Daz Studio 6.25[.0.x], General Release!

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  • LeanaLeana Posts: 13,235

    DavidGB said:

    DoctorJellybean said:

    Iray in 4.x doesn't support Bakewell GPUs.  

    Well, as the only Bakewell I know is Bakewell tarts .. 

    I presume that's some version of GPU. So DS4.24 couldn't use a version of GPU that was out last summer? Except Task Manager showed/shows DS4.24 IS using the RTX 5070 a little, just not much.

    The version of Iray in DS4.24 can't use 50xx cards to render, the little use you saw was probably using the card for display.
    The newer versions of Iray supporting 50xx cards can't be integrated into DS4 due to technical changes Nvidia made which are not compatible with DS4 code base (well, to be exact the first version supporting them was compatible, but it had major bugs so that wasn't a good option. And fixing those bugs is what introduced the aforementioned technical changes).
    That is one of the reasons Daz finally released DS6.

  • Richard HaseltineRichard Haseltine Posts: 110,369
    edited 7:19PM

    Sunkissed Papayas said:

    I'm not one bit impressed by this release at all. First things first, I actually purchased a newly released pose pack for expressions that claims its Compatible Software: Daz Studio 6.x, Daz Studio 4.24 It actually only works in 4.24, how's that work.

    Is it plain poses or does it use scripts (check the file type listed on the product page, or in the info tab in a content pane with one of the psoe presets selected)?

    I actually loaded up Victoria 9 in DAZ 6.X and she looks more like a dude than a female. You'd think that if a company is going to release a newer program that supposably better and faster than the previous, the things they sell in their store would work in the new release. I've purchased alot of stuff through DAZ in the past year and some of it works and some of it doesn't. So, if some of it works and some doesn't that means there is a way to design the program to use those previous versions of stuff without the creators having to redo their previous creations. I've checked alot of my Genesis 9 Cgaracters and they all seem to be the same way as to looking like a dude. Seems to be less options in the parameters tab for customizing the characters too.  

    That sounds like a plain content issue - a morph is loading with a non-zero value even though it isn't meant to be applied. Load the Genesis 9 Base, is it the same? If so does Edit>Figure>Zero>Zero Figure Shape fix it?

    Now I will say I do like the speed that it loads up the characters and the speed that it renders them.  

    Makes me wonder if all the Genesis 9 characters purchased in the last year or longer are going to not work and now you have to start spending more to purchase ones developed in and for DAZ 6.x. I've looked at some of the ones created recently and am not impressed by them. 

    Think I'll keep using 4.24 until all the bugs are worked out of this supposably new and improved version.

     

     

    Post edited by Richard Haseltine at
  • Richard HaseltineRichard Haseltine Posts: 110,369

    pixelquack said:

    DoctorJellybean said:

    maravthemaker said:

    I am interested what are the implications for privacy with the AI chatbot integration. Does it spy on what I do with the software, learn from me, whatever? Is my art spied on, copied, used ofr AI training etc?

    The AI Chatbot is only there to answer your questions, it doesn't spy or learn from you. Any training is done elsewhere. 

    Are you providing this answer in capacity of Daz3D staff? 

    He is providing correct answers. DS does not use locala ctivity to train the AI, Victoria is (as far as I know) the same as the store chat bot/assistant.

  • Richard HaseltineRichard Haseltine Posts: 110,369

    stef3d said:

    DAZ 6 doesn't recognize the paths to my various content files. It won't load my scenes (it says the data can't be found), and if I try to load a simple Genesis 8 model, it displays it as boxes and tells me it can't find the corresponding data and that I need to install it!!! Yet I've configured DAZ 6 to recognize my content. I’m going back to 4.24—that version finds the paths...

    Please post screenshots showing the current paths in DS 4 and DS 6 (Edit>Preferences>Content>Content Directory Manager)

  • Richard HaseltineRichard Haseltine Posts: 110,369

    Leana said:

    DavidGB said:

    DoctorJellybean said:

    Iray in 4.x doesn't support Bakewell GPUs.  

    Well, as the only Bakewell I know is Bakewell tarts .. 

    I presume that's some version of GPU. So DS4.24 couldn't use a version of GPU that was out last summer? Except Task Manager showed/shows DS4.24 IS using the RTX 5070 a little, just not much.

    The version of Iray in DS4.24 can't use 50xx cards to render, the little use you saw was probably using the card for display.
    The newer versions of Iray supporting 50xx cards can't be integrated into DS4 due to technical changes Nvidia made which are not compatible with DS4 code base (well, to be exact the first version supporting them was compatible, but it had major bugs so that wasn't a good option. And fixing those bugs is what introduced the aforementioned technical changes).
    That is one of the reasons Daz finally released DS6.

    DrJ meant Brockwell, I think

  • DavidGBDavidGB Posts: 578

    Leana said:

    DavidGB said:

    DoctorJellybean said:

    Iray in 4.x doesn't support Bakewell GPUs.  

    Well, as the only Bakewell I know is Bakewell tarts .. 

    I presume that's some version of GPU. So DS4.24 couldn't use a version of GPU that was out last summer? Except Task Manager showed/shows DS4.24 IS using the RTX 5070 a little, just not much.

    The version of Iray in DS4.24 can't use 50xx cards to render, the little use you saw was probably using the card for display.
    The newer versions of Iray supporting 50xx cards can't be integrated into DS4 due to technical changes Nvidia made which are not compatible with DS4 code base (well, to be exact the first version supporting them was compatible, but it had major bugs so that wasn't a good option. And fixing those bugs is what introduced the aforementioned technical changes).
    That is one of the reasons Daz finally released DS6.

    Ah, OK. Guess I need to speed test in DS6 some of the scenes that were taking me an hour in DS4.24 last year. Although they're probably too memory heavy for the RTX 50770 ... I haven't timed it, but DS6, while still taking some time to load scenes, is loading them faster than 4.24, and is closing much faster.

  • HavosHavos Posts: 5,667

    prixat said:

    yonashald said:

    prixat said:

    yonashald said:

    So i made a video regarding the lag/stutter in the viewport where I show the difference betwen 6 and 4.24 and why it is such a big deal 

     

    Can you see if your CPU spikes when you do that manipulation in the 'Texture Shaded' view?

    It does, goes from like nothing to like 20-25%  when i move the arm up and down in ds 6

    That sounds similar to the problem in Gaming, where older games still used 32bit Compute commands. Since the 5000 series no longer has any 32bit hardware or software, those calls are rejected and dumped to the CPU, showing up as CPU spikes and much slower, single core, performance. Which fits with my old RTX3060 having no problems in DS 6.

    Gamers faced with the same problem got special support from nVidia on a per game basis, while others produced their own 'translation DLLs' to get 64bit Compute calls that work.

    Anyways, that's my guess.

    I am also struggling to reproduce the issue that yonashald is suffering. Both DS 4 and DS 6 seem to be about as smooth as each other when I moved the limb around like he did in the video. Looking at CPU usage, for me it shot up to around 10% when I was moving the arm. I think CPU usage was a bit lower in 4.6, but it did not greatly effect the visual appearence. I have a RTX 4080. It would be unfortunate if it is the 5 series of cards that suffer, since they are the ones that have to use 6. Are any other 5 series users suffering the viewport lag, or indeed anyone with a 5 series that is not suffering it?

  • kreutzerkreutzer Posts: 12
    edited 7:48PM

    DavidGB said:

    It appears that DS4.24 barely uses my Nvidia RTX card and mostly uses the CPU, while DS6 makes full use of the Nvidia card,

    DS 4 does not support Nviidias 5xxx-Series at all. DS 6 does.

    Edit: While the post now could be saved, there are answers to that yet. Sorry for this redundant post.

    Post edited by kreutzer at
  • It's times like these that make me happy not to have a 50xx card. 

  • Richard HaseltineRichard Haseltine Posts: 110,369

    martin_stewart_d62a949f8f said:

    It's times like these that make me happy not to have a 50xx card. 

    Not everyone wth a 50x0 card is having the same issues, certainly not those with non-Iray drawstytles. There was a suggestion iin the beta thread that Drawstyle or soem of the GPU acceleration/upsmapling features may be part of the issue.

  • alofaroalofaro Posts: 40

    DavidGB said:

    I really thought it ought to render faster, but never got to look into it before changes in my domestic situation put my 'return' to DS on hold again. Now that's resolved into a 'new normal' I'm just coming back again, and couldn't help trying this DS 6. And I've just found a rather staggering performance difference I don't understand at all.

    So I just tested DS6 rendering versus DS4.24 with what I was at immediately before life got in the way again, which was working up my first G9 character while deciding whether to stick with the G8s or go to G9. So, scene with one G9, morphed and textured, PBRSkin materials, and hair; and NOTHING else except for a ruler prop that I've been using since I was using Poser 4 before the public release of DS 0.9! No clothes, other props, set or background, and just the default environment light and the headlamp of the default camera I was rendering through. Simple. Render settings still at 1000 max samples, Quality 300. But get this ...

    DS 4.24: 9 mins 38 secs. Task Manager showed 8.6% GPU, ~90% CPU

    DS 6 with EXACTLY the same Render Settings, both Editor and Hardware screens: 1 minute 29 secs, Task Manager showed the exact opposite - 90% GPU 8.something percent CPU. 

    (DS6 with GPU turned off in the Hardware was 11 minutes 59 secs.)

    1m 29s DS6 versus 9m 38s DS4.24

    WT-actual-F?

    It appears that DS4.24 barely uses my Nvidia RTX card and mostly uses the CPU, while DS6 makes full use of the Nvidia card, despite it being the same equipment, the same scene, and the same render settings in both DS4.24 and DS6. Why is DS 4.24 only using 8.6% GPU while DS6 is using 90%?

    Actually, according to DAZ (and apparently, NVIDIA itself, I did not check but others indicated it), you are like that DS4 uses the GPU at all - the RTX5070 is part of the gamer/consumer Blackwell range, in theory Blackwell are not supported at all by DS 4. Considering that, and the percentages of utilisation you indicate, I am a bit underwhelmed by ther RTX5070 performances - but then it may be my fault, I should check what are supposed to be its theoretical performances.

    @doctorjellybean and @leana thank you for the drivers indication, actually, as a general rule I use the Studio drivers, even on the machine that mixes a GeForce and a Quadro , because using the "right" version, it is compatible (well, in that case, the GeForce is actually a Titan V, which originally was made for "AI" research and researchers in general, as visible by the double precision performances). 

       I have older cards I want to use for some experiment in older machines, plus a machine that has integrated an older GPU, but my GPUs on the main DAZ machine are Volta and Ampére.

      Volta is out of support from CUDA (13.x), not just deprecated (but the latest 12.x, 12.9 still supported it fine), but not from the drivers: for the Titan V the latest studio is 581.57 (OK, lagging behind the Geforce, which is 582.53), for the GV100 and the Ampére Quadro, the studio is 582.53. 

      The news that came out last year of the complete demise of anything older than the last couple of generations have been greatly exagerated, as Twain would say ;-).

       My guess is that NVIDIA realised that somebody spending thousands on a GPU would not be so keen on throwing it away, even more considering the Blackwell "Pro" high end are still maintaining high prices due to low availability, so they made a compromise - CUDA support out, so they can concentrate on the newer cards (but in reality, most software out is really based on the previous CUDA versions, even if it can compile on the new one), drivers support still OK for at last some time even for the cards a bit older.
       It is true that for Daz I have a mixed GPU configuration, but they are still useful (actually, for some specific use, much better than the newer cards, due to the double precision performance).  
     

  • DavidGBDavidGB Posts: 578

    OK, I'm completely lost. I used to be quite a smart fellow, but ever since the disability hit me in 2007 and I ended up permanently on pain medications, one having me in a permanent brain fog, and another affecting my memory both long term and moment to moment, I've had a functional IQ of about 70 on a good day. And I'm really lost as to what's going on and what to do about it.

    I'm trying to time a render in DS6 of one of the scenes I did last year for the series I put on DeviantArt rendering then in DS4.24 and they mostly took a little under an hour each to render in DS4.24. First attempt in DS6 with the same settings as then except I went to the Render Settings > Hardware and unticked the two CPU settings. It claimed to have finished after just over five minutes, but only showed it had done 20 iterations when it's set for max samples 1000, and the skin of the G8F and G8M look like flat plastic. Tried again, turning the CPU options back on, so all the settings are the same as last year in DS4.24, and this time it stopped after 6m 8s with high GPU and CPU use and does show it as having done 1000 iterations. But again the skin looks like slightly shiny flat plastic and an underarm hair figure has vanished. Both G8F and G8M are supposed to be using the Iray Uber Shader for their skin, G8F with an added topcoat and metallicity sweat effect. I can't understand what's happened to the skin. It's as if ... a completely different shader is being used. Or something's missing. I mean, I know with G9 it's all PBRSkin shader, and in my trial render on the G9 character I was working on before with PBRSkin shader skin it looked fine, but on G8F I'm using the DAZ Sahira 8 materials (though not that shape) which are Iray Uber, and surely they should still work and not look plastic? I really don't get what's going on or what to do about it. Is there something wrong or missing in the DS6 Iray Uber shader?

  • golem841golem841 Posts: 194

    Honestly the release of D6 is a real disaster. I'm impressed by the loading of scenes, rendering  is way faster : all good !

    The lack of support from all very basic plugins and scripts is absolutely horrible. Daz should have waited for plugins and scripts migration !

    My rig is not top notch : a 4060 16 Gb card : I couldn't afford a 5090 given the inflated prices. Intel Core i9-14900F, 192 Gb of RAM.  Both OS and Daz are on NVME drives.

     

  • AndrewJJPAndrewJJP Posts: 772
    edited 10:17PM

    chevybabe25 said:

    "Are there any known isssues with the Geometry Scultptor on strand-based hair? Basically, I cannot get it to work."

     

    For strand hair you have to select vertices.. is that what you are doing?

    Trying again. You are right, in 4.24 I was selecting the hair, and in 6.25, the base. Stupid mistake - thanks! :D

    BUT, it still doesn't work.

    • In 4.24  I can drag the hair. The machine lets me edit it no trouble at all. It's pretty much instant and completely respnsive.
    • In 6.25 a dialog appears briefly to say it' building the geometry (which is not an issue). I then click on the hair. The UI freezes completely for an extended period before it eventually recovers.

    I've done this a few tiems. The shortest freeze was 20 seconds, the longest around a minute. The operating system displays the ghost window and the Daz title bad changes to "not responding" indicating that Daz has frozen and cannot process its message queue. It's a proper freeze. Since this works well in 4.24, there is no issue with the hardware. In both cases, I am using texture shading in the viewport.

    You cannot move the hair. It is 100% reproducible for me, and I class this as a bug, not a performance issue since it completely prevents the feature from beingused. For me anyway. I wonder if anyone else sees this?

     

    Post edited by AndrewJJP at
  • MrRogerSmithMrRogerSmith Posts: 165

    Render Queue has a feature to "suppress loading errors." This feature doesn't work in Daz Studio 6.  Even when checked, the entire queue will stop to alert me that I am missing textures and will not open that scene until I've clicked to acknowledge the error.

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