Top 10 Long Hair Models For SLOW Computers (List)
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Top 10 Long Hair Models For G8 On Slower Computers - https://mooncraftrp.com/index.php/2020/10/22/top-10-hair-genesis-8-models-for-slow-computers/
Join me as I explain the importance of lower polygon count models for faster renders on slower computers. Out of a list of 37 different long hair models for G8 I select the top 10 best models for slower computers.
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Post edited by MoonCraft3D on
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This has easily become one of the most popular topics on my site. I plan on in the future doing a review for short hair, and also updos.
If you are on an older slower computer you may want to check out my writeup about polygon bloat and tips for slower computers: https://mooncraftrp.com/index.php/2020/10/22/polygon-bloat-inside-daz-3d-tips-for-slower-computers/
Hi Friend, thanks so much for information pertaining to hair. Over time I used specific hair more then others, probably due to render times. I experimented with solo character - fast render. Then I would add hair, to see which hair slowed down render times. I use Claudia and Monica hair alot, noticed Claudia hair on your list. Your write up certainly helps. Thanks again
Naturally, everyone will have their own preferences on hair models. By all rights, use what makes you happy. However, this list is for those with slower computers looking for hair model options that will not further slow down the systems.
I will be reviewing short hair, and updo's soon.
This is a great write up, thank you! Also a thing to note is that hair can sometimes be HUGE space hogs. I have several hair products installed that are nearly 3 GB EACH. Of the "heaviest" six products I have installed, four are hair.
These six products alone come to nearly 16 gigabytes. Don't get me wrong, they're great products (or I wouldn't have them installed), but if drive space is an issue, keeping an eye on the hair can be beneficial, I think.
Polycount (or vertex count) is definitely a concern even for the average computer, not just slow ones :) and hair can be a big culprit if you don't keep an eye on the numbers, which is why my products at Daz list the polycount on the product page under the Notes section. I wish Daz actually had a compulsory poly/vert count in a standard stats box on each product page, along with texture map dimensions, and file sizes.
In the past year since they were introduced, users were experiencing more memory issues with dForce strand hair than poly hair so I have listed my vertex count for my dForce Hairs here: https://www.facebook.com/notes/aprilysh3d/aprilysh-dforce-hair-vertex-count/3548968055136067
I'm chiming in also to point out Decimator Tool is not the ideal way to view an asset's polycount, it seems your numbers are doubled, perhaps decimator turns quads to tris? It's much easier and accurate to use the Scene Info pane (Window > Panes > Scene Info) and select the item in the scene to view it's load. See below.
Cheers :)
Hey! Thanks for that! I just learned something. For ages, I was trying to figure out a method to find that, but as usual.......I couldn't find any documentation!
I will refresh info later. Still, the numbers will generally remain the same in terms of how the list is ranked.
There def needs to be a poly count display with items in the store.
The tri count is the important thing in the long run though.
As far as I'm aware, nearly every render engine out there converts quads and n-gons to tris eventually, as the engines want the face vertices to be co-planar - and tris are guaranteed to be co-planar, where as quads and n-gons are not.
(I've actually tested this specifically for Iray. I took one particularly demanding hair into Blender to decimate it, where the decimation settings I used basically replaced every quad with a tri. Pretty much the same number of polys, but half the triangles. And the net result was half the geometry memory usage in Iray. It's the tris that count here).
Ah, well the counts I provided were in tris
You're right, for comparisons sake it would make sense to use the same unit of measure, eg all converted to tris, and specify this :)
If it were me I'd list on the product pages the actual polycount and list if it is quads, tris, ngons, or mixed. I'd want to know what I get "out of the box" without extra processing. It is up to the user to interpret it for their priorities. For example modellers and dforce cloth engine sims (last time I looked) function better with quads. dForce hair engine function on lines.
That was useful information, Mooncraft, thanks.
To extend the comparison, it may be interesting to quote the vram usage of a model in iRay.
I have basically stopped using 'Capri' hair, because adding it to a render of a blank scene used around 3Gb of vram (checked using GPU-Z). So, not only a huge number of vertices but also a huge size in vram. My trial of it was a simple render from the perspective view defaulted to on opening, no figure or anything else, hair dropped in at default position. My graphics card has 6Gb, and a G8 on average uses 2Gb (give or take), so when using Capri hair to keep rendering in GPU, I need single figure renders.
Regards,
Richard
Thanks for that suggestion. Do you have a suggested method for checking vram per item?
wow really loved which you touched in my biggest "issue" on daz, "the "hairs", daz hairs are painfull problematic for me, since my area of work is "game and not render, then let's say i think around 80% to 90% or+ of G8 and G3 are "useless" or terrible for me, normally i use the "vertice count" instead of tris, many, really many hairs in g3 and g8 in some cases can count for like 70 or 80% of total polycount of the character, only when you really have high resolution outfits from some rare artists like IgnisSerpentus or Aeon Soul which love to model even the small buttom at high poly, which make the hair looks like 30% of the total character, i've already saw some characters going around 2 millions polygons which even for a "high ending machine" can be bad, some stuffs are just insane in the poly count in daz, while i do know which some artists love max realism and details still, for me still crazy becasue unless you gonna do a "ultra zoom" on that "spot" don't make too much sense to have so much polygons, well whatever, going back, only few hairs in g8 and g3 are the ones which i would be able to use "for game" or even for render, most of the hairs i'm try to use come from g2 or g1, specially the "pure hair" ones and some of SWAM, because they seem to be more "reasonable in most of the cases and still have a good quality.
comparing with some triple A games you can find some really "awesome hairs" like in tomb raider" or kojima last game which i really feel pretty good and realistic in the same level of many daz hairs here with much less polygons, because sometimes what is matter at last for me is the quality of shader and having all the proper maps
https://www.unrealengine.com/en-US/tech-blog/an-early-look-at-next-generation-real-time-hair-and-fur
but ofcourse all the artists want to show they "skills" and would prefer to "make the fibermesh style" and others for renders, but for me they still really bad, because you force all your users to have "high end or in worst case scene" middl end machines to be able to "handle" "those monsters".
It wouldn't surprise me if at some point they might make that mandatory. It seems like (with all the Bridges) that they are tapping into more markets for game development and animations. For those folks, the polycount and those types of stats are pretty important. I imagine that it might become a requirement (or at least a request) by Daz to the PAs in the future - at least it wouldn't surprise me if that were to develop.
Hmm, this could be an interesting idea for a community thread where users (and maybe some PAs) post the vert counts of hairs they own with other info. With the collective community behind it, pretty much every hair around should wind up on the list. If somebody is willing, they could tabulate the numbers in the first post or two.
Also, different hairs may load at different subdivisions, so it would be a good idea for posters to list multiple resolution counts.
This way, we would have a one stop repository of stats for all the Daz hairs.
I def plan on expanding upon this further and a lot of the comments left here provide a lot of good food for thought. As always, polys alone are not the single decider as to how slow or fast a model will render, but it's one of the factors.
When doing the numbers I did not subd the hair models because I'm looking at this through the eyes of most beginners, and want to have just the starting baseline to look at. That said, the numbers posted are with the models as tris not quads.
Tonight I may work on another list.
I do hope that this is something added to the product store in the future.
yeah a "poly count" aways was something which i've ben "asking" for a long time in daz, i've already made some "tickets about it" and aways get the saem answer about "we are gonna think about it but we can't make any promise", i also hope with the new "bridges" this info start to get proper added to the products, some artists already started to "add" this info like mada, or now aprilysh, would be good if they also start to slowlt add that to all of they "old products and it become default it can really help a lot.
The only way I can think of is by using GPU-Z. I know I have no other way of checking. Sorry I can't come up with a different answer.
Regards,
Richard
Thanks all the same :)