Is slow scene loading due to lack of multithread support?
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One thing I noticed when loading scenes is that only 10% of my CPU is being used with my 6 core processor. This seems to be a bottleneck in Daz studio. Other factors don't seem to do anything since loading scenes from SSD with content on the SSD does nothing to speed up loading. Having 128GB of RAM does nothing to speed up loading. Googling why programs only use a certain percentage of CPU I get that the program in question lacks multithread support.
So am I off base or is this what is happening? If so Daz Studio 5 should work on this issue. Two character scenes with nothing else are taking 10+ minutees to load. Anything larger has taken up to an hour to load. It literally takes longer to load a scene then to render.
Comments
There is something else wrong with your system as it should not take more than a minute for a simple scene to a few minutes for complex scene to load. Not all processes can be made multithreading if they are linear in nature.
Unfortunately, disk access is something that cannot be helped with multithreading. Loading/Saving files is inherently single-threaded.
What version? I experienced similar issues in 4.9.3.166, and am currently enjoying vast improvements running 4.9.4.115 beta. In my experience, it seemed to mostly be related to older content, non-native content like imported OBJs, and the whole auto-adapted thing.
- Greg
What version? I experienced similar issues in 4.9.3.166, and am currently enjoying vast improvements running 4.9.4.115 beta. In my experience, it seemed to mostly be related to older content, non-native content like imported OBJs, and the whole auto-adapted thing.
- Greg
That sounds like a pretty big clue to me. Remember, non-native items in a scene (Poser, obj, early D|S .daz items) are converted on loading into a sort-of proper current D|S format and saved into the /data/auto_adapted/ folder. If these items are converted and saved as proper D|S Figure/Prop Assets they're saved into the /data/ folder in exactly the same file types as anything in .duf format bought in the DAZ store. The files are more efficient, load faster, save faster, and are less likely to break. In my experience it's a false economy to load old items into your scene then stuff them willy-nilly into a saved scene subset; I don't do that any more, with the exception of some old items that don't play nice with the new file formats so I can't convert them into a proper Asset.
4.9.4.117. I normally don't use imported objs. I do use groups which take a couple of minutes to create if it contains genesis figures. Maybe the delay is in recreating the group with figures when loading a scene.
When I look at the task manager I memory usage but onces it reaches its cap it still takes a while to load. For example if a scene is 10gb, when loading ascene the task manager will show ram usage go up until it reaches 10gb. This will take a couple of minutes depending on the size, it is after files are loaded into ram that takes a while. More than 3 times the time it took to load files into ram.
I am slightly confused...
Do you have 10GB of RAM and a 128GB SSD? Or do you have 128GB of RAM?
If you have 10GB of RAM and you are trying to load a scene that takes more than 10GB to display, that would explain your loading time issue. Daz studio is trying to figure out the best way to finish loading your scene and how to organize it in your system's swap file.
Continuing with the assumption that you only have 10GB of RAM and a 6 core processor. You are most likely running a non-optimal RAM configuration.
A 6 core Core i7 will have either a dual or quad channel memory bus, and a 6 core Xeon will have either a tripple or quad channel bus.
When your RAM is populated in the correct configuration it will double, tripple of quadruple the memory bandwidth for the CPU to use.
128 GB or RAM not SSD memory. Part of the reason I have so much ram is that Daz scenes can take up a lot of ram. I've had scenes that use 24GB. I also use photoshop which itself takes a lot of ram. Another reason is that it is simply faster to keep Daz studio open all the time then to close it and wait obscenely long times waiting for a scene to load when I need it.
So, what you are saying is that in a computer with 128GB of ram, Daz Studio slows to a crawl as soon as it hits 10GB of RAM usage while loading a scene?
Here's something to try. Turn off your windows swap file completely since you are not likely to max out your RAM any time soon. Windows will probably complain about it when you try, just ignore it.
Restart your computer and try loading that same scene again to see if it still stalls at 10GB usage.
*** Side note. What version of windows are you running and what CPU are you running? ***
I've had Swap file turned off for a while since it causes problems, since it wears the hard drives lifespan and loading gigs of files from ram to HDD and back locks up the computer. This problem has been going on for years and windows 10 has restarted my computer whether I want it or not to update.
Your swap file should never lock up your computer. Sounds like one or more of your drives are failing.
How large are the files it's trying to use and are you using Fit Control by any chance? When I tried that it ballooned my file sizes even for simple scenes to over 1gb. They took ages to load.
That's because Fit Control works by adding new morphs to the figure. If you save the new morphs as proper D|S-format Morph Assets, they'll be stored properly in the /data/ folder just like store-bought morphs. If you don't, the morphs will be saved as part of the scene file — causing the file size to go whooshwayupthere.
Not really sure how to do that.
I sometimes use Fit Control.
I'm guessing there was never a solution to this? Same 10% problem... with the new beta. Smaller puter; only 6 cores I'm afraid.
Right after reading this thread my studio started having slow delete and load times. Also my Daz Studio was crashing. I looked at the log file and noticed about 200 could not resolve entries from 2 products. I hadn't installed a required morph pack for a character. I also got the dreaded duplicate file warning from another morph set that had about 50 line items. After cleaning those issues up everything runs Smith and quick again. I have also discovered that when Dad is loading textures to Nvidia the RAM usage triples. For every 1gb of RAM in the scene 3GB of RAM was used by DAZ. I quickly bought another 16gb for a total of 32gb for a gt 1070. Since then there have been no RAM problems.