Computer freezes on simple scene with Tara, outfit and hair!

2

Comments

  • 3Diva3Diva Posts: 11,749
    edited August 2020

    Try pasting

    %AppData%/daz 3d/

    into the address bar of a file browser. That will take you to the root folder with the various Daz application data folders - open the one for the problem version of DS and the Temp folder will, by default, be there. If DS is closed then it should be empty anyway so just clear it out (if it isn't).

    Ok, thank you, Richard. I'll try that and see if that works to get it unfrozen.

    Edit - Ok I deleted the folders inside the "Temp" folder there but that didn't fix the issue. Daz Studio still freezes the second it boots up.

    Post edited by 3Diva on
  • Have you checked the end of the log file, in the base folder for that version of DS (the one that contains the Temp folder)?

  • 3Diva3Diva Posts: 11,749
    edited August 2020

    This is where the log ends:

    2020-08-22 16:15:04.077 Executing startup script...
    2020-08-22 16:15:04.254 Started in: F:/Daz New Content Database/DAZ 3D/DAZStudio4
    2020-08-22 16:15:04.254 DAZ Studio Started
    2020-08-22 16:15:04.274 Creating Pixel Buffer
    2020-08-22 16:15:04.309 Pixel buffer - Width: 1024 Height: 1024
    2020-08-22 16:15:04.332 Compiling OpenGL Shader...
    2020-08-22 16:15:04.349 Fragment Shader:
    Fragment Shader compiled successfully.
    Linking Shader:
    Shader Program successfully linked.

    2020-08-22 16:15:35.637 Compiling OpenGL Shader...

    Post edited by 3Diva on
  • 3Diva3Diva Posts: 11,749
    edited August 2020

    Have you checked the end of the log file, in the base folder for that version of DS (the one that contains the Temp folder)?

    It seems to stop each time and get hung up on or after "Compiling OpenGL Shader...". There's a bunch of "Index out of range in DzActionMgr::getCustomAction()" warnings then this:

    2020-08-22 16:15:04.077 Executing startup script...
    2020-08-22 16:15:04.254 Started in: F:/Daz New Content Database/DAZ 3D/DAZStudio4
    2020-08-22 16:15:04.254 DAZ Studio Started
    2020-08-22 16:15:04.274 Creating Pixel Buffer
    2020-08-22 16:15:04.309 Pixel buffer - Width: 1024 Height: 1024
    2020-08-22 16:15:04.332 Compiling OpenGL Shader...
    2020-08-22 16:15:04.349 Fragment Shader:
    Fragment Shader compiled successfully.
    Linking Shader:
    Shader Program successfully linked.

    2020-08-22 16:15:35.637 Compiling OpenGL Shader...

     

    And then that's where it just freezes and nothing else gets added to the log.

    Post edited by 3Diva on
  • SevrinSevrin Posts: 6,310

    I've had few dForce freezes with Tara recently, with different or no hair and with a dForce outfit..  I'm starting to suspect the eyebrows could do with hiding before simulating.

  • j cadej cade Posts: 2,310
    edited August 2020

    oh also for Tara hair (and Dforce hair in general)there are settings you can chance to drastically lower resource usage when rendering

     

    The hairs are set up so they can look good  if you're doing a large portrait of the face - but as you zoom out those settings become more and more overkill

     

    If you decrease hair density and then increase line width start and end by the same percent (so halve density, double width for instance) the overall density remains the same but with less total strands and therefore less geometry

     

    compare the  2 attached images -

    at this size + distance how much can you spot the difference? but in one of theme the geometry uses 650mb and the other 120mb

     

     

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    strand ex3.jpg
    900 x 1350 - 409K
    strand ex4.jpg
    900 x 1350 - 408K
    Post edited by j cade on
  • SevrinSevrin Posts: 6,310
    j cade said:

    oh also for Tara hair (and Dforce hair in general)there are settings you can chance to drastically lower resource usage when rendering

     

    The hairs are set up so they can look good  if you're doing a large portrait of the face - but as you zoom out those settings become more and more overkill

     

    If you decrease hair density and then increase line width start and end by the same percent (so halve density, double width for instance) the overall density remains the same but with less total strands and therefore less geometry

     

    compare the  2 attached images -

    at this size + distance how much can you spot the difference? but in one of theme the geometry uses 650mb and the other 120mb

     

     

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    That's a helpful tip.  Thanks.  Ima try something!

  • SevrinSevrin Posts: 6,310
    j cade said:

    oh also for Tara hair (and Dforce hair in general)there are settings you can chance to drastically lower resource usage when rendering

     

    The hairs are set up so they can look good  if you're doing a large portrait of the face - but as you zoom out those settings become more and more overkill

     

    If you decrease hair density and then increase line width start and end by the same percent (so halve density, double width for instance) the overall density remains the same but with less total strands and therefore less geometry

     

    compare the  2 attached images -

    at this size + distance how much can you spot the difference? but in one of theme the geometry uses 650mb and the other 120mb

     

     

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    Hmm.  The hair I tried this with doesn't let you edit the hair itself.  There are PS and PR and tesslation settings, but I couldn't find any for density.  Reducing tesselation a notch did help reduce memory demands.

  • j cadej cade Posts: 2,310
    Sevrin said:
    j cade said:

    oh also for Tara hair (and Dforce hair in general)there are settings you can chance to drastically lower resource usage when rendering

     

    The hairs are set up so they can look good  if you're doing a large portrait of the face - but as you zoom out those settings become more and more overkill

     

    If you decrease hair density and then increase line width start and end by the same percent (so halve density, double width for instance) the overall density remains the same but with less total strands and therefore less geometry

     

    compare the  2 attached images -

    at this size + distance how much can you spot the difference? but in one of theme the geometry uses 650mb and the other 120mb

     

     

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    Hmm.  The hair I tried this with doesn't let you edit the hair itself.  There are PS and PR and tesslation settings, but I couldn't find any for density.  Reducing tesselation a notch did help reduce memory demands.

    ...It mightve helped if I'd mentioned this was in the shader settingss 

     

    its in the shader settings.

     

    line width is usually right at the top

    density is hard to find scrolling so its best to use the search bar

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,618

    gee Diva I hope you can fix this

    usually if programs bork like that I uninstall, use Ccleaner registry cleaner and delete everything under them in application data roaming  after making backups

    is like killing it with fire but usually works

  • SevrinSevrin Posts: 6,310
    j cade said:
    Sevrin said:
    j cade said:

    oh also for Tara hair (and Dforce hair in general)there are settings you can chance to drastically lower resource usage when rendering

     

    The hairs are set up so they can look good  if you're doing a large portrait of the face - but as you zoom out those settings become more and more overkill

     

    If you decrease hair density and then increase line width start and end by the same percent (so halve density, double width for instance) the overall density remains the same but with less total strands and therefore less geometry

     

    compare the  2 attached images -

    at this size + distance how much can you spot the difference? but in one of theme the geometry uses 650mb and the other 120mb

     

     

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    Hmm.  The hair I tried this with doesn't let you edit the hair itself.  There are PS and PR and tesslation settings, but I couldn't find any for density.  Reducing tesselation a notch did help reduce memory demands.

    ...It mightve helped if I'd mentioned this was in the shader settingss 

     

    its in the shader settings.

     

    line width is usually right at the top

    density is hard to find scrolling so its best to use the search bar

    Yeah, I figured it was in the Surfaces tab.  I searched for density and the only thing that showed up was GSM density in simulation.  I found Line Start, End and UV width, but without  being able to reduce density, there's not a lot of point playing with those.

  • ArtAngelArtAngel Posts: 1,797
    edited August 2020
    scorpio said:

    Wonderland/Alice is a professional artist she's done conventions and even been featured in Heavy Metal magazine so it is important for her to get best results she can https://www.facebook.com/AliciaHollingerArt

     

    Yea and the rest of us .....I guess just don't matter.

    I have been a sanctioned photographer hired by an association International Hot Boat Association, (Lucas Oil TV Speed Channel, NHRA, Monster Trucks, had my own TV series, and blah blah blah  many others) to represent their needs.But this is not a professional arena and in it we all matter equally. We pay for the products. We all deserve best results.

    Post edited by ArtAngel on
  • Ghosty12Ghosty12 Posts: 2,068

    By the looks of it content and software have jumped 10 years into the future, leaving the hardware lagging behind.. In some cases it is becoming ridiculous when this happens.. sad

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,618
    edited August 2020
    Ghosty12 said:

    By the looks of it content and software have jumped 10 years into the future, leaving the hardware lagging behind.. In some cases it is becoming ridiculous when this happens.. sad

    I have finally found some new ways to level it to my hardware needs again until the next update breaks it for my lesser Nvidia card
    Vlad here rendered reasonably fast in Tara's kit

     

    nevermind he has no tankard blush

    being drunk he just thinks he has a bevy

    he is postworked in as he is a png series which is really the only way I can render figures animated in D|S I did grab more RAM a few weeks ago and whacked it in, now have 32GB

    that definitly helps because I think as long as the geometry fits on my 980ti D|S will seemingly use the RAM for textures out of core like Octane, big textures do ramp RAM usage up suggesting this

    edited to add I use the latest beta

    Post edited by WendyLuvsCatz on
  • ArgleSWArgleSW Posts: 147
    edited August 2020

    Did you update to the latest 4.12.1.118 by any chance? Click Help -> About Daz Studio to verify version.

    After I did this update, my 1080 Ti and 64GB Ram is running into memory crashes. I have a feeling if you did recently update, that is your problem. You might want to roll back to an older version of Daz Studio to see if it works. 

     

    Here is related thread to people having potentially similar issues: https://www.daz3d.com/forums/discussion/428666/4-12-limited-resource-usage-refusing-to-render-what-previous-versions-can-and-will#latest

    Post edited by ArgleSW on
  • AprilYSHAprilYSH Posts: 1,514
    Sevrin said:
    j cade said:
    Sevrin said:
    j cade said:

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    Hmm.  The hair I tried this with doesn't let you edit the hair itself.  There are PS and PR and tesslation settings, but I couldn't find any for density.  Reducing tesselation a notch did help reduce memory demands.

    ...It mightve helped if I'd mentioned this was in the shader settingss 

     

    its in the shader settings.

     

    line width is usually right at the top

    density is hard to find scrolling so its best to use the search bar

    Yeah, I figured it was in the Surfaces tab.  I searched for density and the only thing that showed up was GSM density in simulation.  I found Line Start, End and UV width, but without  being able to reduce density, there's not a lot of point playing with those.

    Thanks jcade :) I did density presets for another hair for the purpose of showing more or less scalp on a high fade cut, but I have not done it for the purpose of close up vs long shot.  Will consider it in future!  

    The density adjustment for hairs with Target Surface mode  (such as Ezra hair in j cade's sample) is through "PS Hairs Density (cm^2)" and "Additional PR Hairs Density (cm^2)" in the Surfaces pane.  However Tara hair uses Root Radius mode so you will adjust density by changing the "PS Hairs (Per Guide)" and "PR Hairs (Per Guide)".  Hope that helps :)

  • 3Diva said:

    Have you checked the end of the log file, in the base folder for that version of DS (the one that contains the Temp folder)?

    It seems to stop each time and get hung up on or after "Compiling OpenGL Shader...". There's a bunch of "Index out of range in DzActionMgr::getCustomAction()" warnings then this:

    2020-08-22 16:15:04.077 Executing startup script...
    2020-08-22 16:15:04.254 Started in: F:/Daz New Content Database/DAZ 3D/DAZStudio4
    2020-08-22 16:15:04.254 DAZ Studio Started
    2020-08-22 16:15:04.274 Creating Pixel Buffer
    2020-08-22 16:15:04.309 Pixel buffer - Width: 1024 Height: 1024
    2020-08-22 16:15:04.332 Compiling OpenGL Shader...
    2020-08-22 16:15:04.349 Fragment Shader:
    Fragment Shader compiled successfully.
    Linking Shader:
    Shader Program successfully linked.

    2020-08-22 16:15:35.637 Compiling OpenGL Shader...

     

    And then that's where it just freezes and nothing else gets added to the log.

    That's the place it usually stops, pending a user action, so it isn't obviously failing. You could try removing the .dsx files from that folder (move them rather than delete them since they set your UI) and see if DS will then open.

  • SevrinSevrin Posts: 6,310
    edited August 2020
    AprilYSH said:
    Sevrin said:
    j cade said:
    Sevrin said:
    j cade said:

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    Hmm.  The hair I tried this with doesn't let you edit the hair itself.  There are PS and PR and tesslation settings, but I couldn't find any for density.  Reducing tesselation a notch did help reduce memory demands.

    ...It mightve helped if I'd mentioned this was in the shader settingss 

     

    its in the shader settings.

     

    line width is usually right at the top

    density is hard to find scrolling so its best to use the search bar

    Yeah, I figured it was in the Surfaces tab.  I searched for density and the only thing that showed up was GSM density in simulation.  I found Line Start, End and UV width, but without  being able to reduce density, there's not a lot of point playing with those.

    Thanks jcade :) I did density presets for another hair for the purpose of showing more or less scalp on a high fade cut, but I have not done it for the purpose of close up vs long shot.  Will consider it in future!  

    The density adjustment for hairs with Target Surface mode  (such as Ezra hair in j cade's sample) is through "PS Hairs Density (cm^2)" and "Additional PR Hairs Density (cm^2)" in the Surfaces pane.  However Tara hair uses Root Radius mode so you will adjust density by changing the "PS Hairs (Per Guide)" and "PR Hairs (Per Guide)".  Hope that helps :)

    Woohoo!   Progress!  The Hairs per Guide sliders are there.  Do I want to be messing with the PS hairs or the PR hairs or both?  

    Presets would be great.  Or if the sliders would somehow be combined, that would help, too.  The hair I'm looking at has 16 different zones, so  I gotta say that the prospect of having to manually change multiple parameters, typing in numbers by hand for each makes me not want to bother with it at all, or ever buy from this particular vendor again at all.

    Post edited by Sevrin on
  • Ghosty12Ghosty12 Posts: 2,068
    edited August 2020
    AprilYSH said:
    Sevrin said:
    j cade said:
    Sevrin said:
    j cade said:

    (sidenote if vendors want to include some quality presets I'd be very very for it)

    Hmm.  The hair I tried this with doesn't let you edit the hair itself.  There are PS and PR and tesslation settings, but I couldn't find any for density.  Reducing tesselation a notch did help reduce memory demands.

    ...It mightve helped if I'd mentioned this was in the shader settingss 

     

    its in the shader settings.

     

    line width is usually right at the top

    density is hard to find scrolling so its best to use the search bar

    Yeah, I figured it was in the Surfaces tab.  I searched for density and the only thing that showed up was GSM density in simulation.  I found Line Start, End and UV width, but without  being able to reduce density, there's not a lot of point playing with those.

    Thanks jcade :) I did density presets for another hair for the purpose of showing more or less scalp on a high fade cut, but I have not done it for the purpose of close up vs long shot.  Will consider it in future!  

    The density adjustment for hairs with Target Surface mode  (such as Ezra hair in j cade's sample) is through "PS Hairs Density (cm^2)" and "Additional PR Hairs Density (cm^2)" in the Surfaces pane.  However Tara hair uses Root Radius mode so you will adjust density by changing the "PS Hairs (Per Guide)" and "PR Hairs (Per Guide)".  Hope that helps :)

    Thank you for that awesome information, as I have two dforce hair products, Sea Salt and Soft Curls hair and never used them because they would kill my system. Changing the PS Points (Per Hair), PS Hairs (Per Guide) and PS Hair Distribution Radius to 10, 8 and 1, I cut the Geometry usage from about 1.5 GB to about 330 MB.. If I changed that to something like 5,5,5 the Geometry usage would go down to about 140 MB.. Amazing how just a couple of settings could do so much..

    Well it seems that turning the PS Points (Per Hair) right down does have the undesired effect of making the hair not simulate properly.. Had to turn it back up, but adjusting the other two settings seems to have helped in lowering the Geometry usage.. Still tinkering around to get an optimum setting though..

    Post edited by Ghosty12 on
  • scorpio said:

    Wonderland/Alice is a professional artist she's done conventions and even been featured in Heavy Metal magazine so it is important for her to get best results she can https://www.facebook.com/AliciaHollingerArt

     

    Yea and the rest of us .....I guess just don't matter.

    Oh you all matter I'm the one that doesn't I'm  the thing that should not be/exist everyone looks down on me devil laughcool

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,618
    scorpio said:

    Wonderland/Alice is a professional artist she's done conventions and even been featured in Heavy Metal magazine so it is important for her to get best results she can https://www.facebook.com/AliciaHollingerArt

     

    Yea and the rest of us .....I guess just don't matter.

    Oh you all matter I'm the one that doesn't I'm  the thing that should not be/exist everyone looks down on me devil laughcool

    antimatter? 

  • ed3Ded3D Posts: 2,303
    edited August 2020

    _ Guess , ought to Edit this => Windows

    = Daz Studio =

      C:\Users\username\AppData\Roaming\DAZ 3D\Studio4\temp  
    =AND=
      C:\Users\username\AppData\Roaming\DAZ 3D\dson\cache

      _ thanx

    Post edited by ed3D on
  • EllessarrEllessarr Posts: 1,395
    edited August 2020

    wow lol, what a really mess, thi is why i'm not really fan of that "high poly density" stuffs from some daz vendors,  no matter how you say "for render don't matter", well it's seens which really matter, because even when trying to rendering if you have too much geometry" it will affect render time and even freezing, because it's too dense and being honest even most of the 3d movies characters are not "dense like that", well peoples say "it's for realism" well you can get the same results if you know how to work with shaders and textures maps or you must  buy a "NASA" computer" like others are saying 32 giga ram, probably now a 2000 series(1000 is becoming too old for all that heavy geomtry stuffs) and others stuffs, after see all of that i'm really start to feeling which i'm really losing nothing by skipping tara, if it's that insane troublesome, character and stuff.

     

    Well with all that new "dforce", hairs and furs and fibermesh or "stranding" which are heavy on geometry and polygons, couples with some also heavy poly outifts, can really make a single character be more "heavy" than maybe a full game like for exemple the last of us, because you are rendering in a single character what you could be rendering in maybe half of the game" or if you don't like games, then some "3d movies", while i love realism and details i really feel which we also must be carefull about "balance" between how "much detailed you want" and how much it can affect the customer or be acessive to the customer, like if you make a let's 2 million+ poly hair or outfit because you feel it need to have so much detailed which it must be down to be able to see the cloth pores" ok, but you gonna have a big chance to see only few peoples buyinig it because not everyone gonna have a ultra mega top pc to handle it and even in some cases if theyhave they not gonna like it, to have something so heavy which will make they machines go crazy to render or animate it.

     

    is important to have some balance and see when just using a "normal map" or bump map and doing some retopology would be good almost as much as "just making it "big" and you could still achiev a "realism level, without need to burn down peoples machine.

    Post edited by Ellessarr on
  • MalandarMalandar Posts: 776

    Well hell I bought the Tara bundle and now I am glad I haven't tried to render her yet, because I only have an old 1060ti with 3 gigs of vram... and only 16 gigs of normal ram Now I am wondering if I can even load it' let alone render it, I certainly don't want my DS to get borked, because that would be annoying as all hell.

  • outrider42outrider42 Posts: 3,679
    edited August 2020
    Malandar said:

    Well hell I bought the Tara bundle and now I am glad I haven't tried to render her yet, because I only have an old 1060ti with 3 gigs of vram... and only 16 gigs of normal ram Now I am wondering if I can even load it' let alone render it, I certainly don't want my DS to get borked, because that would be annoying as all hell.

    I'm sure you can load it. It does not load the whole thing in the viewport. But rendering is a different story, there is no way 3gb VRAM can fit this. Actually, how are you rendering anything with 3gb? I am genuinely curious, that has to be limiting as I once had 2gb, and then 4gb, and it was awful. Anyway, Tara herself should be fine if you drop the render subd level down. Her outfit has a lot of high poly pieces, and that is probably the other problem people are having.

    I am wondering where this issue is happening. I don't think this is a GPU issue. I think it is somewhere in the process of transferring the data to the GPU that these crashes happen. So could this be the CPU or the bus? Or perhaps it is software not handling the job well.

    The PS5 had a demo with Unreal 5 that showed literally millions of polygons getting thrown around the screen...in real time. So don't tell me that this is impossible, as the PS5 is obviously no super computer. The magic for Unreal 5 is in its ability to handle and compress mass volumes of data very quickly so that GPU can run it. 

    Even current gen hardware can handle some high poly counts. In Horizon Zero Dawn, the giant T-Rex robot is using over 550,000 polygons, and that is just one item on the screen. That does not count the player character, the environment, and anything else that may be on screen. This game engine is pushing out 30 renders every second on aging PS4 hardware, the PS4 Pro has just 4 TFlops of power. Its crap. Modern hardware can really crunch some high poly counts, so this is not the issue...well it obviously is for Daz Iray.

    Post edited by outrider42 on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,618

    sadly I only own the outfit and that renders fine, I gather it's the hair that's the issue

    it looks very fine and thick

  • *sigh* Forgot to drop the SubD on Tara, had to kill a bunch of Daz processes and restart the thing.'

    (Fuuuuuu.... I did it again. Okay, drop the SubD before I hit Render.)

    I still haven't tried the outfit.

  • MalandarMalandar Posts: 776
    Malandar said:

    Well hell I bought the Tara bundle and now I am glad I haven't tried to render her yet, because I only have an old 1060ti with 3 gigs of vram... and only 16 gigs of normal ram Now I am wondering if I can even load it' let alone render it, I certainly don't want my DS to get borked, because that would be annoying as all hell.

    I'm sure you can load it. It does not load the whole thing in the viewport. But rendering is a different story, there is no way 3gb VRAM can fit this. Actually, how are you rendering anything with 3gb? I am genuinely curious, that has to be limiting as I once had 2gb, and then 4gb, and it was awful. Anyway, Tara herself should be fine if you drop the render subd level down. Her outfit has a lot of high poly pieces, and that is probably the other problem people are having.

    I am wondering where this issue is happening. I don't think this is a GPU issue. I think it is somewhere in the process of transferring the data to the GPU that these crashes happen. So could this be the CPU or the bus? Or perhaps it is software not handling the job well.

    The PS5 had a demo with Unreal 5 that showed literally millions of polygons getting thrown around the screen...in real time. So don't tell me that this is impossible, as the PS5 is obviously no super computer. The magic for Unreal 5 is in its ability to handle and compress mass volumes of data very quickly so that GPU can run it. 

    Even current gen hardware can handle some high poly counts. In Horizon Zero Dawn, the giant T-Rex robot is using over 550,000 polygons, and that is just one item on the screen. That does not count the player character, the environment, and anything else that may be on screen. This game engine is pushing out 30 renders every second on aging PS4 hardware, the PS4 Pro has just 4 TFlops of power. Its crap. Modern hardware can really crunch some high poly counts, so this is not the issue...well it obviously is for Daz Iray.

    Well the 3 gig card I have is enough to play several newer games on ultra settings, but yeah, I am not rendering with IRAY these days, I have been rendering in 3DL because with 3 gigs of VRAM the renders are about a day and even then it is still noisy as hell, so it was either render a bit and stop save the render and try to denoise it, or shift to 3DL until I can upgrade my system, I could not find a good denoiser, so here I am with 3DL renders for the moment.

  • outrider42outrider42 Posts: 3,679

    With Iray if the scene is over the VRAM capacity it drops to CPU only mode. So that is why it takes so long to render with a 1060 3gb most of the time, because the 1060 is actually not rendering at all, as if it is not even there. The 1060 wouldn't be too bad if it had more memory. The 1060 has 4 TFlops of performance, similar to a PS4 Pro, so it has some capability, but that 3gb is a bottleneck.

  • EllessarrEllessarr Posts: 1,395
    Malandar said:

    Well hell I bought the Tara bundle and now I am glad I haven't tried to render her yet, because I only have an old 1060ti with 3 gigs of vram... and only 16 gigs of normal ram Now I am wondering if I can even load it' let alone render it, I certainly don't want my DS to get borked, because that would be annoying as all hell.

    I'm sure you can load it. It does not load the whole thing in the viewport. But rendering is a different story, there is no way 3gb VRAM can fit this. Actually, how are you rendering anything with 3gb? I am genuinely curious, that has to be limiting as I once had 2gb, and then 4gb, and it was awful. Anyway, Tara herself should be fine if you drop the render subd level down. Her outfit has a lot of high poly pieces, and that is probably the other problem people are having.

    I am wondering where this issue is happening. I don't think this is a GPU issue. I think it is somewhere in the process of transferring the data to the GPU that these crashes happen. So could this be the CPU or the bus? Or perhaps it is software not handling the job well.

    The PS5 had a demo with Unreal 5 that showed literally millions of polygons getting thrown around the screen...in real time. So don't tell me that this is impossible, as the PS5 is obviously no super computer. The magic for Unreal 5 is in its ability to handle and compress mass volumes of data very quickly so that GPU can run it. 

    Even current gen hardware can handle some high poly counts. In Horizon Zero Dawn, the giant T-Rex robot is using over 550,000 polygons, and that is just one item on the screen. That does not count the player character, the environment, and anything else that may be on screen. This game engine is pushing out 30 renders every second on aging PS4 hardware, the PS4 Pro has just 4 TFlops of power. Its crap. Modern hardware can really crunch some high poly counts, so this is not the issue...well it obviously is for Daz Iray.

     

    well about ps5 as you told they are working in tool to "proper compress". the "millions" of triangles in the models for when its rendering it will make a fake "topology" where while "physically they still millions" during the render they will be rendered as if they where let's say hundred instead of millions, the new system will get all the "many polygons" which are too close and compute then as if they were a single one in pixels, well its a complext math and i really don't proper know but the idea is "instead of you have to "reduce" the polygons by making the topology outside unreal" the engine will in a fake way do that for you, he will process the millions in a way which they will be loaded as "much less" than they are actually in real, instead of render 1 million tris from a single object they will render if as if it was like 500k by grouping together some vertices as if they instead of being 2 or 3 they will count as a single 1 in the render process, the model will gona be still heavy high poly and you gonna still see the level of detail but the engine will be actually only rendering a "fraction" of that polygons.

     

    also about the horizon, indeed, but you don't see too much of that 550+ characters around, and even with that they use the "LOD" system where this 550k+ are only loaded when you are "close" to the model" games engines (at last the most top ones) have the LOD(level of Details), which adjust the poly count based on the distance you are from the model, then in many cases you have the same model with like 3 to 5 versions, each one with a poly count, then the "more far away" you are from a model the less poly version wil be loaded, another thing which even that model still far behind what many "daz stuffs or vendors can push, you have some outfit and hairs sellers which don't take in account the "character as a full"(i means they only care to work in they own models), without pay attention to the "final impact" it can have when combied with all others stuffs, based on some combinations" of outfits, fibermesh eyebrows 4 level sub characters and fibermesh/strand/dforce hair, you can easy have a single character reaching a final count near 2 millions polygons, in a single character and being honest this can easy be even more than many pixar movies characters.

     

    would be good if the artists start to pay more attention to the "whole scene" not just they products itself, i means how much impact it can have in the final character after you add all the stuffs plus some renders heavy configurations, it can have a huge impact on it.

     

    and remember the ps5 and next xbox consoles which are comming they are all being around last level of"ssd cards" and video card around rxt2k, which are not still on the "line of cheap stuffs" which anyone can buy now. this new generation is comming to try to catch up or get  close with current generation of top game pcs, which are pretty expensive to have.

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