Strange poke through issue

When I make an Iray preview render in the viewport I get no poke throughs but when I make a normal render I get tons of it!
This is not a question about how to get rid of poke throughs. I am curious why I get different resuts.
Comments
Check the Displacements values. Often is because of wrong setup of them.
I will do that, thanks, but that doesn't explain (to me) why I get different results. I assume both renders use the same displacement values?
That is not necessarily true - the preview is controlled by the options in the Draw Settings pane, it isn't a full render.
Thanks.
What displacement values am I supposed to change. I have this issue with the Henry character. I get poke throughs with clothing (all I have tried) as well as hair.
While I have adjusted his body I haven't adjusted his cranium size.
It can happen with HD morphs too. I usually fix it by adding a Push Modifier to the clothing or hair and set the offset to .05, on ocassion I have had to set it as high as .2.
Thanks all for your help. Maybe your are all anwering my question but I just don't get it.
I post an image to clarify.
To the left is an IRAY render in the Viewport. (minor poke through, hair looks ok)
To the right is a normal IRAY render. (major poke through om both clothing and hair)
I have also added the displacement value for the SHIRT. (It is identical for HENRY).
Back to the original question. Why are the two Iray renders different? What should I adjust to get identical results? (The whole point to me with preview renders are to see if everything looks ok). What displacement value should I change and to what?
So the cloth don't have displacement then? Does the skin use displacement? If that is the case, lower the displacement max and/or min value, that might fix it.
Preview renders, even when they are through IRay, appear to use Parameters>General>Mesh Resolution>View SubD Level, whereas the full render will use Parameters>General>Mesh Resolution>Render SubD Level (Minimum). Just the usual one level of subdivision difference between draw and render might be enough to cause your issues.
Well mephoria... setting SubD to maximum sort of solved the problem. Now the prewiew render looks as awful as the normal render. :-)
Still tons of poke throughs but now they are at least identical in both renders.
Does the model have "Collision" setup correctly, or at all... (Not all clothing items have collision on. You have to add it, from the OBJECT or FIGURE options from the MAIN menu above.)
It is real tempermental about how it "detects collision", and reacts to that detection. The default settings are mild, and functional for most situations. However, you may find that bumping up the detection-iteration count, or level of smoothing, may work better or worse, with higher or lower values.
You can also try "expand all", if there is an option in the clothings "Properties" tab, for that. (Sometimes, if the clothing is too deep inside of the model, it does a reverse collision adjustment, pulling that section deeper into the model, instead of forcing it to only adjust outward from the bones.)
Honestly though, you could just hide those body parts, and poke-through will be irrelevant for most of the model.
Yes, I have experimented with the collision and smoothing values. The result you see in the image is the BEST one...
The option Expand All doesn't exist on this clothing, but i could scale it and around 102% most poke throughs vanished. (Higher values makes the clothing look strange).
Thanks JD_Mortal and everybody else for your time and knowledge.