Daz Studio Pro BETA - version 4.12.2.60! (*UPDATED*)

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  • JD_MortalJD_Mortal Posts: 760
    edited October 2019

    The following occurs after updating to the latest beta (compared to the latest 4.12 release):

    TL;DR; Renderer falls back to the CPU with no particular reason.


    2019-10-19 08:00:47.139 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(304): Iray [ERROR] - IRAY:RENDER ::   1.3   IRAY   rend error: CUDA device 0 (TITAN V): an illegal memory access was encountered (while launching CUDA renderer)
    ...
    2019-10-19 08:00:47.204 WARNING: ..\..\..\..\..\src\pluginsource\DzIrayRender\dzneuraymgr.cpp(304): Iray [ERROR] - IRAY:RENDER ::   1.0   IRAY   rend error: CUDA device 0 (TITAN V): an illegal memory access was encountered (while de-allocating memory)
    2019-10-19 08:00:47.204 Iray [INFO] - IRAY:RENDER ::   1.0   IRAY   rend info : CPU: using

    This normally happens with some items that cause a memory-leak. I have also had this happen (being a Titan-V owner too), after just using Daz3D for about half an hour, without rendering anything, per-se. (I use the IRAY preview, which is, technicly, a render.)

    This was happening to me, since 4.11-Beta (Public). Though I am not sure it is isolated to just our "Titan-V cards". I do see this with my "Titan Xp cards", too. If I only use them and not the Titan-V's. (That happened when doing benchmarks and playing around while looking for some items. Between 15-30 minutes, and I get that fallback to CPU. Just needs a reboot of Daz3D to fix the issue, for me.)

    Totally guessing here, by the description. Something is terminating too fast, before the memory is actually unallocated. And/or, Daz3D is "forgetting" to deallocate something, or forgetting the correct memory-location, or forgetting that it allocated memory for something. Thus, the video-card is keeping that memory "locked", which Daz3D is then trying to access, because it "thinks" it is empty, or unallocated. (I would say IRAY is the culprit, but IRAY is talking on a high level with the card, directly. IRAY may be the thing crashing, but I suspect that it is Daz3D doing the allocating, if only for the preview, in a way that IRAY can't "see", or "access", due to locking of memory, not being released correctly. {Garbage collector issue, after a render-window is closed or the live-view is "paused", to yield to a "render"?})

    Post edited by JD_Mortal on
  • JD_MortalJD_Mortal Posts: 760
    edited October 2019

    Quick topic reply, about the "instances issue".

    Why not just make "tabs"? (Trust me, I know how difficult that can be, on a programming level. No joke, but it's possible.)

    Why make tabs? So we don't "need" multiple instances for individual project editing, when working on multiple projects. (Instant memory-saver there, and only one "live preview stream" is still needed. Though, it may lengthen the "refresh-time", as each scene would have to be dumped and reloaded, as we switched tabs, unless there was enough memory available.)

    Also, to allow some "thinking", to happen, without majorly stalling workflow in another tab. (For instance, if one tab has d-force being calculated. Having the single instance of Daz3D, could allow regulation of that off-screen calculation to happen, while we freely work on another project in another tab. Extending that to a possible "slow render" option, so we can actually use Daz3D, while something renders, in the background. Slowly, so it does not kill daz from being usable.) You dedicate a percent to all tabs, like 10%, then another 10% (of the 90% remaining), for any "heavy processes", while the rest, up to 80% of total memory/cpu/gpu use, is "floating", used when no other tab is doing anything. Or/and, split among all tabs that are doing something "heavy".

    Also, for simple comparisons of renderings. Having the same scene, or a linked scene, which has tabs that use different settings. (Buffering, obviously, the live-preview, and replacing it with the "render", if a render was made, and no changes to the scene were made yet. Unless the "render" was smaller or less detailed than the normal preview-window image. Then you would just keep the last detailed preview.)

    Honestly though, I don't use multiple instances. However, I would use scene-tabs, if they existed. (Provided that any memory leaks were addressed, ASAP. As per my prior response to the post above mine, about the memory allocation errors. Still, one quick "save", as a project of projects, and the whole thing can be reloaded, after GPU memory frees itself, after the termination and rebooting of Daz3D.)

    Post edited by JD_Mortal on
  • ChoholeChohole Posts: 33,604

    please remember that Daz 3D is the name of the Company and Daz Studio (DS) is the name of their flagship program.

    I use Daz 3d to do my shopping but I use the products that I buy in Bryce or sometimes Carrara which are also programs in the Daz 3d stable.

  • fastbike1fastbike1 Posts: 4,077

    @sylvie1998

    Try Driver 430.86. That is stable for me on both 4.12.0.83 and 4.12.1.16. The latest Nvidia driver has not always been the best.

  • L'AdairL'Adair Posts: 9,479

    I'm still using the 4.12.0.85 Beta. I'm working on a very large scene and creating subscene elements in 4.11 (released version.) The first subscene consists of two interacting figures. I merged and placed those without an issue.

    The second subscene consists of three figures: two men and a dog. I merged and placed those without an issue, or so it appeared. But when I tried to do an Iray preview, the beta crashed. I opened it and tried to preview the scene in 4.11, and it crashed again. I was finally able to isolate the issue to the IK Chains being added to the Dog 8 character, (Bully for Daz Dog 8.)

    In the original subscene file, loaded in 4.11, Bully does not have any IK Chains. They were apparently added when I merged the two scenes. To test this, I opened the subscene in the beta, (while it was also open in 4.11, where no IK Chains were present,) checked Bully, and sure enough, the IK Chains were there. (I closed the scene without saving.)

    I reopened the main scene. After saving a pose preset for the dog, I loaded Bully from Smart Content into the scene again and used the preset to place him in the correct pose and location. I deleted the first Bully figure. I also removed the IK Chains from the secone Bully. When I attempted an Iray preview, the beta crashed again. I reopened the scene again, and attempted an Iray preview without changing anything, and this time I got the preview without a crash.

    Even though I deleted the IK Chains for the dog, every time I opened the scene, they were added back in. And every time they were present, attempting either an Iray preview or an Iray render, Daz Studio crashed. Anf the crash happened with both the 4.12.0.85 beta and the 4.11 release. No other figure in the scene, (four human figures,) have/had the IK Chains added automatically.

    I also loaded Dog 8, Bully, Warg and Benji to a new, blank scene, in the beta. All four had the IK Chains added automatically. And the Iray preview worked without issue. There is, apparently, something about the way 4.11 loads the Dog 8 that conflicts with the IK Chains added in 4.12.0.85.

    Two things seem odd to me: That 4.12 is adding the IK Chains to the non-human based figure upon load, if they aren't already present; And that the same figure loaded without IK Chains in an earlier version appears to be incompatible with the IK Chains added in 4.12.0.85. Although this may be fixed in the latest beta.

    I don't update versions of DS while in the middle of a project, so I won't be updating to 4.12.1.xx for at least a week, and I may wait for next the beta release due to the ongoing development on multiple instances of DS. But I am really curious if the issue I'm having with the Dog is still present in the current beta, if anyone else has experience with creating a scene with animals, especially dog 8 and it's variants, in older versions of DS and bringing those scenes into the 4.12.1.16 beta.

     

  • altotrealtotre Posts: 6
    edited October 2019

    I don t have anymore OPTIX PRIME in Render settings on the last 4.12.1.xx Beta . Anyone Else ?

    Post edited by altotre on
  • PadonePadone Posts: 3,688
    edited October 2019
    altotre said:

    I don t have anymore OPTIX PRIME in Render settings on the last 4.12.1.xx Beta . Anyone Else ?

    This is fine. The optix option wasn't functional anyway in 4.12.0.86 since the new iray always uses optix. This is also why you need a stable studio driver with 4.12 since optix is much more "sensible" than cuda.

    Post edited by Padone on
  • RayDAntRayDAnt Posts: 1,135
    edited October 2019
    altotre said:

    I don t have anymore OPTIX PRIME in Render settings on the last 4.12.1.xx Beta . Anyone Else ?

    Every release of Daz Studio since 4.12.0.033 Beta ALWAYS uses either OptiX as a passthrough to RTCores for raytracing on RTX cards or OptiX Prime for raytracing on GTX cards without any other method for fallback - thereby making the OptiX Prime Acceleration checkbox obsolete. Iray's developers forgot to tell anyone at DAZ about this - hence why removal of that checkbox (since it no longer does anything) has only just recently happened.

    Post edited by RayDAnt on
  • I ran onto a weird problem. I downloaded the 4.12 a week ago, and I started to be worried about my rig.
    I use 1080 Ti, never had any problem with 4.11 or 4.10, knowing how good you guys are, I decided to give 4.12 a try as well. 
    Now, this is the moment where things started to get weird. While working in 4.11 or 4.10, it took around 1,5 mintue for render to appear while rendering... In 4.12 it takes about from 3 up to 6 mintues(!), also in 4.12 my computer freezes when I start to render. Sometimes it's frozen until the render appears in the rendering window, sometimes it crushes so badly, that I have to restart the PC. While rendering in 4.12 I can't have broswer open [firefox], because then my desktop literally is stuck, and all I can do is restarting it. In both 4.11 and 4.10, I could render and also for example watch movies, without any complications. I started to worry that it might spoil something in my desktop.
    Also, during last week I was working on a complex scene [outdoor, in the city], thought that it might be the reason behind the freezes. But no, now I have a small scene indoor and I run onto the same problems! When I saw that my CPU was working 100%, while the RAM was used only in 70% I quickly canceled the render and checked the settings, and you know what? Only my GPU [1080 Ti] was selected. It happens really often when CPU usage is over 50% during rendering.
    I thought, that it can't be possible that I'd ran onto a heavy scenes one after another, so I took that small scene and started to render it in 4.10 [4.12 replaced 4.11] and you know what? No problem with rendering, I'm currently writing this message to you [the scene is rendering in the background], another werid thing is that in 4.12 it took over 1,5 HOUR to render 23%, while in 4.10 I have right now 60% rendered in... 26 mintues. Although, to be fair a lot of previous renders in 4.12 went to 100% easily [no bigger time difference than in 4.11/4.10], but it's soooooo unsteady. Still, the weirdest thing is that the renders appear in the rendering window way faster in 4.10 [1,5 minute], while the exact same frame in 4.12 needed OVER 6 MINTUES to appear.

    Can any one explain me what's wrong with 4.12? That not only my PC gets stuck, when I start to render, but also I can't use browser while rendering? I checked the settings, they're all set the same as in 4.10 and as they were in 4.11.
    Drivers? I'm using GeForce 436.30, can update them to 440.97 anytime.
     

  • Yes, that's true.
    I'm actually sad now that I started to use 4.12, because it replaced the 4.11 which for me was really good.
    Any news when will they solve this issue?
    Becuase for now 4.12 is not worth the time. Makes more harm than helps.

  • barbultbarbult Posts: 24,241
    L'Adair said:

    I'm still using the 4.12.0.85 Beta. I'm working on a very large scene and creating subscene elements in 4.11 (released version.) The first subscene consists of two interacting figures. I merged and placed those without an issue.

    The second subscene consists of three figures: two men and a dog. I merged and placed those without an issue, or so it appeared. But when I tried to do an Iray preview, the beta crashed. I opened it and tried to preview the scene in 4.11, and it crashed again. I was finally able to isolate the issue to the IK Chains being added to the Dog 8 character, (Bully for Daz Dog 8.)

    In the original subscene file, loaded in 4.11, Bully does not have any IK Chains. They were apparently added when I merged the two scenes. To test this, I opened the subscene in the beta, (while it was also open in 4.11, where no IK Chains were present,) checked Bully, and sure enough, the IK Chains were there. (I closed the scene without saving.)

    I reopened the main scene. After saving a pose preset for the dog, I loaded Bully from Smart Content into the scene again and used the preset to place him in the correct pose and location. I deleted the first Bully figure. I also removed the IK Chains from the secone Bully. When I attempted an Iray preview, the beta crashed again. I reopened the scene again, and attempted an Iray preview without changing anything, and this time I got the preview without a crash.

    Even though I deleted the IK Chains for the dog, every time I opened the scene, they were added back in. And every time they were present, attempting either an Iray preview or an Iray render, Daz Studio crashed. Anf the crash happened with both the 4.12.0.85 beta and the 4.11 release. No other figure in the scene, (four human figures,) have/had the IK Chains added automatically.

    I also loaded Dog 8, Bully, Warg and Benji to a new, blank scene, in the beta. All four had the IK Chains added automatically. And the Iray preview worked without issue. There is, apparently, something about the way 4.11 loads the Dog 8 that conflicts with the IK Chains added in 4.12.0.85.

    Two things seem odd to me: That 4.12 is adding the IK Chains to the non-human based figure upon load, if they aren't already present; And that the same figure loaded without IK Chains in an earlier version appears to be incompatible with the IK Chains added in 4.12.0.85. Although this may be fixed in the latest beta.

    I don't update versions of DS while in the middle of a project, so I won't be updating to 4.12.1.xx for at least a week, and I may wait for next the beta release due to the ongoing development on multiple instances of DS. But I am really curious if the issue I'm having with the Dog is still present in the current beta, if anyone else has experience with creating a scene with animals, especially dog 8 and it's variants, in older versions of DS and bringing those scenes into the 4.12.1.16 beta.

     

    I am using DS 4.12.1.16 Public Beta. I have NVIDIA driver version 436.30 and a GTX 980 Ti card.

    I have not seen the Iray Preview crash Daz Studio in this scenario, but it does sometimes go to a Not Responding state. The viewport turns the characters gray, like it was beginning Iray Preview, but it never progresses to show any Iray Preview rendered pixels. Eventually I have to kill DS 4.12.1.16 with Windows 10 Task Manager after several minutes.

    • I do not have Bully, but if I load and pose the French Bulldog in DS 4.11, save the scene subset and merge it into DS 4.12, IK chains are added for all 4 legs.
    • If I load an animal into DS 4.12 (not merge from subset), IK chains are created automatically. This happens even for old Poser CR2 models like Noggin's Cow. I guess merging a scene subset does the same thing as loading an animal character from the Content Library.
    • If I delete the IK chains that were automatically added to the dog, save the scene and reload the scene, the IK chains are recreated.
    • I have even seen MORE IK chains get added automatically, when a scene saved with IK chains is reloaded. I saved the scene with the dog with 4 leg IK chains. When I reloaded the scene. instead of just IK chains on 4 legs,I got 4 more on the feet. I can't always reproduce this behavior, so I don't know when it is triggered and when it is not.

    Why are IK chains automatically created for animals and not humans?
    Where are the instructions for using IK chains?
    IK chains are no longer just Beta. How are we supposed to use them?

  • In my case, the CPU fallback issue seems to happen independently of how much VRAM is being used.  I did some tests monitoring the VRAM usage while running a render preview, and in most cases iray was only using around 60% of my card's available memory when it crashed.  Interestingly, the crash itself is different from when iray simply runs out of memory; an out-of-memory CPU fallback shows up in the log as "unable to allocate X bytes from Y bytes of available memory" error, while the new CPU fallback crash is listed as an "illegal memory access".  This would indicate that the problem isn't just a memory leak, but a bug in the renderer itself.

    The one thing I can't tell from the logs is whether the issue is with DAZ's implementation of iray, or with the iray renderer itself.  Either way, the issue needs to be resolved, because it's making DAZ Studio virtually useless for texturing and lighting at the moment.

  • chorsechorse Posts: 163
    edited October 2019
    jjmainor said:

    While the 1 instance thing is annoying, I'm getting issues trying to use the timeline.  First time, the program froze when I clicked on the little arrows at the bottom to bring the pane up.  After that, I get it to come up, but it now locks up every time I try to alter the "Range" - whenever I try to change the 0 to a 1.  Writing a ticket now, but just wondering if anyone else has seen this with the latest update.

    Editing to add that trying a different scene and I can't get into the timeline.  Tried twice and it froze up both times. 

    I am experiencing exactly the same problem,  If I zoom in the timeline range from the left - and start the zoomed-in ranged at any frame except 0 the timeline scrubber snaps back to first frame of the zoomed-in range  i.e.  In a 1000 frame animation; if I zoom into frames 300 - 1000, the timeline scrubber gets pined to the the start frame (frame 300) and cannot be dragged to any other frame in the timeline,  This is bug makes the timeline unusable in creating or editing any animation over a few hundred frames.    There is no issue zooming in from the right e.g  frames 0 - 300; the scrubber works fine.  I hope they can resolve this bug quickly, because I really like the new improved timeline.

     

    Post edited by chorse on
  • 3D-GHDesign3D-GHDesign Posts: 686
    edited October 2019

    I hate that OptiX Prime thing. I can't use my GPU well :( Always falls back to CPU, even if I could render much larger scenes without any problem some updates ago!!!!

     

    BTW I don't understand .... since years, people had problem with OptiX and had to turn off. So now Daz thinks the solution is to force to turn it on for everyone?????? 

    Post edited by 3D-GHDesign on
  • chorsechorse Posts: 163

    Quick first impression on new improved animation features.  The new timeline and graph editor is a great improvement (notwithstanding the zoom scrubber bug mentioned above) over previous DS animation capabilities .  Finally we have timeline that animators can work with on it's own, or in-conjunction with third party plugins such as keyMate and graphMate.   It appears to be based Carrara's timeline which is excellent.   I like the refinements and integration of keyMate and graphMate features into a more usable and professional capable timeline.  Adding a non-linier multiple time capability would be the icing on the cake.  I would seriously consider using the new animation timeline my primary animation tool, once the zoom scrubber bug commented on in previous post is resolved.

    Next I look forward to trying out and commenting on the new Inverse kinematics (IK) tools.  It appears that DAZ has added circular kinematics (CK) capability- one figures IK chain acting on on a separate figures IK chain, and possibly forward kinematics (FK).   I am exited about the animations capability in this this version of DS.  It's the first major increase in DS animation capabilities since it's inception.   laugh

    Just my two cents worth... 

  • So now Daz thinks the solution is to force to turn it on for everyone?????? 

    It is not down to DAZ, it's NVIDIA.

  • jjmainorjjmainor Posts: 485
    chorse said:
    jjmainor said:

    While the 1 instance thing is annoying, I'm getting issues trying to use the timeline.  First time, the program froze when I clicked on the little arrows at the bottom to bring the pane up.  After that, I get it to come up, but it now locks up every time I try to alter the "Range" - whenever I try to change the 0 to a 1.  Writing a ticket now, but just wondering if anyone else has seen this with the latest update.

    Editing to add that trying a different scene and I can't get into the timeline.  Tried twice and it froze up both times. 

    I am experiencing exactly the same problem,  If I zoom in the timeline range from the left - and start the zoomed-in ranged at any frame except 0 the timeline scrubber snaps back to first frame of the zoomed-in range  i.e.  In a 1000 frame animation; if I zoom into frames 300 - 1000, the timeline scrubber gets pined to the the start frame (frame 300) and cannot be dragged to any other frame in the timeline,  This is bug makes the timeline unusable in creating or editing any animation over a few hundred frames.    There is no issue zooming in from the right e.g  frames 0 - 300; the scrubber works fine.  I hope they can resolve this bug quickly, because I really like the new improved timeline.

     

    I had been using the beta for my primary work and the Pro version for extra stuff, but this timeline thing turned that around.  Other problems and annoyances finally forced me to roll back the beta to the .85 version.  This is just my opinion, but I recommend not updating to 4.12.1.16.  Stick with 0.85 and wait for the next update.

  • chorsechorse Posts: 163
    jjmainor said:
    chorse said:
    jjmainor said:

    While the 1 instance thing is annoying, I'm getting issues trying to use the timeline.  First time, the program froze when I clicked on the little arrows at the bottom to bring the pane up.  After that, I get it to come up, but it now locks up every time I try to alter the "Range" - whenever I try to change the 0 to a 1.  Writing a ticket now, but just wondering if anyone else has seen this with the latest update.

    Editing to add that trying a different scene and I can't get into the timeline.  Tried twice and it froze up both times. 

    I am experiencing exactly the same problem,  If I zoom in the timeline range from the left - and start the zoomed-in ranged at any frame except 0 the timeline scrubber snaps back to first frame of the zoomed-in range  i.e.  In a 1000 frame animation; if I zoom into frames 300 - 1000, the timeline scrubber gets pined to the the start frame (frame 300) and cannot be dragged to any other frame in the timeline,  This is bug makes the timeline unusable in creating or editing any animation over a few hundred frames.    There is no issue zooming in from the right e.g  frames 0 - 300; the scrubber works fine.  I hope they can resolve this bug quickly, because I really like the new improved timeline.

     

    I had been using the beta for my primary work and the Pro version for extra stuff, but this timeline thing turned that around.  Other problems and annoyances finally forced me to roll back the beta to the .85 version.  This is just my opinion, but I recommend not updating to 4.12.1.16.  Stick with 0.85 and wait for the next update.

    I have been using the KeyMate timeline as my primary animation tool since it came out, so I'll just fall back to it; but I if one doesn't have keyMate and they want to create animation - then I agree with using a previous version until they resolve the bug. 

    I am still excited about this DS version because this is the first big push DAZ has made to address DS animation capabilities, since GoFigure created their animation tools years ago.  I expect bugs since they have added new capabilities, and that's what beta's are for.  I just hope they resolve the zoom scrubber issue quickly.  smiley

  • I hate that OptiX Prime thing. I can't use my GPU well :( Always falls back to CPU, even if I could render much larger scenes without any problem some updates ago!!!!

     

    BTW I don't understand .... since years, people had problem with OptiX and had to turn off. So now Daz thinks the solution is to force to turn it on for everyone?????? 

    To expand on what Doctor Jellybean said, it's not that DAZ3D necessarily wanted to remove the option to disable it, but that the Iray developers no longer allow Optix to be disabled during the rendering process.
  • Damn .. it is ridiculous :( And since I updated the latest NVIDIA driver, it is far worse! Now a smaller scene without Genesis falled back to CPU :(

  • L'AdairL'Adair Posts: 9,479

    @barbult, Thank you.

  • L'AdairL'Adair Posts: 9,479

    Damn .. it is ridiculous :( And since I updated the latest NVIDIA driver, it is far worse! Now a smaller scene without Genesis falled back to CPU :(

    I'm annoyed about it, too. When I first got The Beast, I test rendered the same scene with several conditions. The fastest render was with GPU and CPU enabled and OptixP disabled. The improvement including the CPU was negligible, so I decided to only the enable the GPU, allowing me to work in other programs, at the same time. There's no way of knowing if rendering is taking a performance hit with OptixP always on, but apparently it uses a good size chunk of the video card's RAM, (I believe I read 1GB elsewhere in this thread,) and more of my scenes are dropping to CPU Only rendering.

    However, I also believe if Nvidia made it no longer optional, there was a reason, and most likely because of the RTX support and how that is handled. Whether it was just easier, and included an assumption everyone was using OptixP anyway, we'll never know. I have dusted off a utility I bought some time back and started using it: Scene Optimizer. It's made a big difference for me. I'll also be using MMX's Resource Saver product a lot more, going forward.

    Regardless, I really hope the hue and cry from various companies incorporating Iray into their products, (on behalf of their customers,) will cause Nvidia to develop a better solution for Iray that allows users to once again disable OptixP.

  • Saxa -- SDSaxa -- SD Posts: 872
    edited October 2019

    As a RTX user, am also having the drop to CPU issue during iray preview when doing many texture change issues.  That's one G8F with an RTX 2080Ti.  Should not be happening with most VRAM still free.

    Filed a bug report with Daz Help this past week.  Went back to Public 4.12.0.86 with latest Nvidia driver and so far is working fine for me.

    Post edited by Saxa -- SD on
  • 3D-GHDesign3D-GHDesign Posts: 686
    edited October 2019

    Actually my textures would be only 2Gb at the last render.  I have 6Gb GPU. Scene Optimizer doesn't solve this ... I had a small scene, no Genesis, one water plane and one background plane .. and falled back to CPU ... some months ago I could render far intense scenes without any problem. But our main problem is, we need the latest DS for content creation, and need latest driver for similar reason, because DS use that one I guess.... 

    I hope I don't need to throw out my 980 Ti GPUs and buy an RTX just because NVIDIA wants to force us to use the latest GPUs.
    And I noticed, that there is no Studio Driver for 980Ti. Only from series 10 :( 

    Edit:

    And since DS removed the option to turn off OptiX, I can't solve my problem to go back to a former driver where they still didn't force OptiX

    Post edited by 3D-GHDesign on
  • Rev2019Rev2019 Posts: 167
    edited October 2019

    isnt daz 3d supposed to be better and better for each update?

    the latest beta is sluggish as hell and thats with RTX2080 and i7 9700K at 4.7ghz and 32gb of RAM

    it takes seconds before the program understands that i select something or move something.

    its almost that i went back to 4gb of ram instead of 32

    how do i undo the latest update?

    Post edited by Rev2019 on
  • Rev2019Rev2019 Posts: 167
    edited October 2019

    As a RTX user, am also having the drop to CPU issue during iray preview when doing many texture change issues.  That's one G8F with an RTX 2080Ti.  Should not be happening with most VRAM still free.

    Filed a bug report with Daz Help this past week.  Went back to Public 4.12.0.86 with latest Nvidia driver and so far is working fine for me.

    its time to move on to 3ds max man

     

    Post edited by Rev2019 on
  • Rev2019 said:

    isnt daz 3d supposed to be better and better for each update?

    the latest beta is sluggish as hell and thats with RTX2080 and i7 9700K at 4.7ghz and 32gb of RAM

    it takes seconds before the program understands that i select something or move something.

    its almost that i went back to 4gb of ram instead of 32

    how do i undo the latest update?

    What is your driver nVidia version? My, vastly less well-specified, system doesn't behave like that in the current builds.

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