How big of a scene can daz handle?

SorelSorel Posts: 1,406
edited December 1969 in The Commons

I'm curious if it's my system or just Daz Studio. Loading a scene like one of Andrey Pestryakov's forests in standard resolution makes the viewport incredibly slow. My system is as follows:

Operating System: Windows 7 Professional 64-bit
Processor: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8 CPUs), ~4.2GHz
Memory: 32 GB
GeForce GTX 670

Comments

  • mark128mark128 Posts: 1,029
    edited December 1969

    The forest set is a very large set and it does slow down your few port.

    I have a system similar to yours I7-3770 @ 3.4 GHz, 16 GM for Ram, Win 7 Prof 64-bit, GeForce GT 640.

    With my system the interface slows down a lot on the Forest sets. I have done scenes with multiple instances of the forest set, using the
    DAZ studio instance feature, so it uses less memory than loading the forest several times. My general approach was to turn the forest off when doing posing and setting up the image. With the forest turned off, the view port is very responsive.

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Can you tell how many poly that forest scene has? Just curious.

    I guess that you're getting on the limit of your Graphic Card. And that may be one case where a Pro Card instead of a Gamer Card would be better

  • Richard HaseltineRichard Haseltine Posts: 102,425
    edited December 1969

    Nearly 4 million, though my 1GB video card handles it OK.

    ForestStats.JPG
    623 x 473 - 87K
  • nDelphinDelphi Posts: 1,868
    edited December 2013

    I am working on a huge scene myself, I wounder which number in that Scene Info panel should I go by?

    Total Faces? Or Total Vertices?

    My scene is reporting a Total Vertices of over 3,000,000 but a Total Faces of over 2,200,000.


    Answer:

    Since no one answered this question, I went looking for an answer, the Wikipedia page on polygons left me more confused, but I found this one and it states that Triangles and Vertices are what should be counted, but that Vertices are more important as a measure of memory and performance.

    http://wiki.polycount.com/PolygonCount

    Post edited by nDelphi on
  • cwichuracwichura Posts: 1,042
    edited December 2013

    I think another element of Forest that kills the viewport is all the transmapped grass and leaves. Not just simply its polycount.

    It murders render performance in LuxRender, too. It drops Lux down to ~5% of what I'd consider average S/s on my machine. Again, that's the transmapping, as I've loaded scenes with WAY more polygons (after subdivision is applied) that render with normal performance.

    Post edited by cwichura on
  • MattymanxMattymanx Posts: 6,949
    edited December 1969

    go into your preferences and set your viewport to performance instead of quality meaning you will see less detail in the viewport preview but it will not affect your renders in any way

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    There is something else for sure. I loaded a scene with 8 millions polys without problem in navigation. I also have DS viewport configured for performance as default but I tried to put all to quality and activate per pixel shading and still even if the viewport is a bit less responsive I couldn't make it slow

    I also monitored my Graphic Card with GPU-Z and only 800 Mb memory were used. Can somebody also download GPU-Z and report memory consumption with the forest?
    I am very intrigued.

    My spec are Intel 2620M CPU 2,7 Ghz (notebook), 8Go Ram and Quadro 2000M with a SSD as Harddisk. It's under the OP's spec (if you take out the SSD may be) , so definitively the poly count isn't the factor.

    I can only think of disk swapping if the total memory used exceeds the 32 Gb but that seems unlikely. I could think of mesh smoothing but seems also unlikely on a forest. Then you have eventually the case where there are a lot of textures and as DS runs textures optimisations with Tdlmake but with recent builds of DS I didn't see the problem, but you could also check if you see a lot of tdlmake process that eat all your CPU.

    @Richard : do you also have a slow viewport with the forest?

    @nDelphi: Total faces but 2 million polys shouldn't be a problem if you don't have an antique computer

  • Richard HaseltineRichard Haseltine Posts: 102,425
    edited December 1969

    @Richard : do you also have a slow viewport with the forest?

    Not greatly, no.

  • SorelSorel Posts: 1,406
    edited December 1969

    So downloaded GPU-Z and only 877 mb is being used on the card (card is 2gb vram)

    Current cpu usage is around 16-30% and memory usage is only at 24%

    I dont have daz installed on an SSD. Current HDD is a Seagate Barracuda ST2000DM001 2TB 7200 RPM 64MB Cache SATA 6.0Gb/s 3.5" Internal Hard Drive

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    edited December 1969

    Very strange. Did you try configuring DS viewport for performance to see if it brings something?

    Last thing I could think of is antivirus software so eventually try to disable it

    To me it seems that you have a problem with your system.

  • SorelSorel Posts: 1,406
    edited December 2013

    I did configure the view port and it helped a little. I'm not sure if it would be my system, all other programs and games work flawlessly (adobe master suite, MMOs, etc). I'll try disabling antivirus after my current render.

    Post edited by Sorel on
  • Richard HaseltineRichard Haseltine Posts: 102,425
    edited December 2013

    What are you other interface settings - do you Display Optimisation set to Best? I do, and I have the Texture resources slider just on the Performance side of the half way mark so that's more demanding than your setting.

    InterfaceSettings.JPG
    511 x 576 - 53K
    Post edited by Richard Haseltine on
  • nDelphinDelphi Posts: 1,868
    edited December 2013

    Display Optimisation set to Best?

    Wow, what a difference, mine was set to None. I didn't notice much until today because I am working on a huge scene.

    Post edited by nDelphi on
  • SorelSorel Posts: 1,406
    edited December 1969

    That worked Richard! Thanks for your help everyone.

Sign In or Register to comment.