Why are G8 figures such resource hogs?

My experience with many G8 figures has been less than stellar. My system runs G3 figures just fine, including multiple figures, but posing G8 figures seem to bring everything to a screeching halt - whether using the cursor or dials, trying to manipulate a joint takes about 30 seconds, and of course, with no immediate feedback, the move is rarely where I need it - it's either too much or too little. Preview mode doesn't matter, camera moves are unaffected - it's just moves involving the G8 figure in full or part that brings things to a halt, and several times has resulted in a bluescreen memory dump. Please don't tell me, "Buy a better machine" as an answer. I'm more interested in the programming or structure of G8 figures that makes them perform poorly in an environment that provides realtime operation of G3 figures. What could possibly be necessary in a posable figure that simply bending an elbow or tilting a head crashes the OS?

Comments

  • ZilvergrafixZilvergrafix Posts: 1,385

    how many morphs do you have?, check if my video can solve some of this issues...

  • QuasarQuasar Posts: 651

    I noticed this the other day with a scene I was working on in 4.14. I only had one G8 female in the scene. I haven't tried to find a cause though. I also noticed it does in more in wired shaded modes as well. It used to take a few G8s in a scene before getting jumpy like that. I wonder if having a higher HD level set in the viewport makes it worse. I think some characters might have it set high by default.

  • KI3KI3 Posts: 38

    how many morphs do you have?, check if my video can solve some of this issues...

    Thank you for sharing this
  • nemesis10nemesis10 Posts: 3,500

    The short answer is 

    1. SubD
    2. Higher resolution testures

    If you reduce the subD and scale down the texture resolutions, you will find them as light as any of the G3 figures.  Grante there are people who want more HD morphs and 8k textures.

  • HylasHylas Posts: 5,070

    nemesis10 said:

    The short answer is 

    1. SubD
    2. Higher resolution testures

    If you reduce the subD and scale down the texture resolutions, you will find them as light as any of the G3 figures.  Grante there are people who want more HD morphs and 8k textures.

    Does texture size matter in OpenGL mode? Because I believe that's what the OP is talking about.

  • nemesis10nemesis10 Posts: 3,500

    Yes, even if you haven't rendered, the textures are loaded into memory ready to be rendered and OpenGL has to handle them; a textureless figure or one in one of the modes like line that ignore textures are lighter than one with textures.  I had to explain to my brother why it is harder to cook a burger minus onions and tomato rather than with in a fast food joint; the burger without substitutions is made in an assembly line fashion is easier than having to double check what is not supposed to be there.  Likewise, the model that starts out simplier is easier to deal with than one where you have to disregard the normals, big textures, bumb maps etc...  The proof is in the pudding, as they say, so one can test this by using one of those resource saver utilities in the store which change Subd and texture size to see the difference it makes in navigating the scene.

  • Serene NightSerene Night Posts: 17,677

    The loading issue is because of morphs. Unfortunately the more g8 figures you own and their expressions, the more things that load every time you put a new character into into your scene. I periodically purge expressions and character morphs for that reason. 

  • outrider42outrider42 Posts: 3,679
    edited January 2021

    Genesis 8 is basically the same as G3 in this regard. The difference is how many different and large textures the PA may include with the newer releases. In the past few years since G8 came along, Iray has introduced whole new material settings. 

    Take a look at the surfaces on your favorite G3s. And then load a G8 and look at theirs. You will most likely find the G8 has more surface materials in play. The more in play, the more data load on your machine. This data is loaded into your RAM, and it is not compressed. When you hit the render button, Iray will compress textures before sending data into VRAM.

    Along with G8, almost everything else has larger and more textures these days. New hairs are more dense than hairs from a few years ago. Some hairs now have more surface zones than Genesis 8 does! And they built to a higher resolution. Dforce strand hair and any kind of mesh hair or fur can bring a weaker CPU to its knees.

    Both Genesis 3 and 8 subdivide the same, so I don't think this can be blamed on that. But perhaps some models load at a higher subd than the older ones. Take note of what subd they are loaded at. You have two settings here. There is a second subdivision setting just for rendering, and this helps keep things lighter in the scene while you work. But if your subd in the scene is the same as the rendering subd, then you are not getting any performance benefit. So turn down the subd.

    If you have several items that use 'smoothing', this can cause the app to crawl. G8 itself might not, but clothing and hair may have it. Smoothing must be calculated every time you move the model, camera, or almost anything. Because of this, if you have several items using smoothing at once, this will create a lag between each of these actions. This is calculated by CPU, so how good your CPU impacts this.

    Another thing, some versions of Daz might perform differently, too. When I upgraded from 4.11 to one of the 4.12's (can't recall which), I saw a major gain in performance of the app. I had built a scene that caused Daz to grind to a crawl. It was so bad that I eventually avoided that scene, Daz was simply not usable like this. It had a lot of foliage. After upgrading I noticed that 4.12 was behaving better, so I tried that scene again. To my shock Daz was far more usable than it was before. It was a night and day difference. So if you have not upgraded in a while, perhaps consider doing so, or at least trying the beta. If you are afraid of upgrading, the beta is a pretty safe way to try out the newest Daz.

    Now hardware, I know it didn't want to bring it up, but this can help you decide on hardware for later. Daz itself only runs on one thread. So single thread performance is important. Daz really doesn't need a lot of CPU to drive it, unless you have big scenes or lots of features in use (like the smoothing I mentioned above.)

    I have an older i5 that is rapidly showing its age, it is about 7 years old now. I'm able to run Daz pretty well for the most part, at least since after 4.11.

    Post edited by outrider42 on
  • j cadej cade Posts: 2,310

    G8 shouldnt be signifigantly slower to manipulate than G3 in their default states as they have very similar meshes and rigging

    most likely culprit 

    • smoothing. My guess is you're comparing this with unclothed figures but just in case you're not smoothing on clothing and hair can massively slow things down (the occasional article of clothing comes with "interactive smoothing" and things can really slow down)
    • different subd resolutions. someone already mentioned this lower resolutions are way faster. setting the the resolution to base should be super snappy
    • JCMs. if all your settings are likely the same this is probably the culprit. both figures have about the same default jcms, but as G8 has been around longer so it has more fixer jcms hanging around. JCMs are morphs that dial as you bend a joint - obviously this takes some resources. the more jcms DS has to figure out to use - the more resources. There are also HD jcms which if you aren't at base res are even more things that DS has to calculate and will slow things down accordingly

     

    if you don't like sending your figure down to base res (i generally don't because then I forget to set it back before starting to render and am sad) make sure in the "draw settings" tab make sure subdivision updates are set to delayed. this makes it so while you're manipulating the figure it will flip to the base resolution

    if you have any fixer jcms like zev0s skin folds that have a dial to turn them off - turn them off

    dont work on a dial spun character with, say, 3 daz character body morphs (ie victoria, olympia, babina) as they tend to have qite a few fixer jcms, which is great for them looking good but as you add body morphs you're adding jcms that have to be calculated how much theyre dialing in and it all adds up

  • MelissaGTMelissaGT Posts: 2,611
    edited January 2021

    j cade said:

    dont work on a dial spun character with, say, 3 daz character body morphs (ie victoria, olympia, babina) as they tend to have qite a few fixer jcms, which is great for them looking good but as you add body morphs you're adding jcms that have to be calculated how much theyre dialing in and it all adds up

    Oooh this is a good tip. I generally mix base figures together and then wonder why when I try to active-pose I end up sad.  

    As a side-note, I have to wonder if with the video above, the "quick fix" makes all the character morphs initially shown go "poof"...because that's not really a fix, in my opinion. Also, I think the video poster's main problem is those duplicate errors...they will blast your load time. I have a butt-load of G8 characters, and my load time is still less then their "fixed" time...about 30sec...and all I've done is make sure I have no duplicate errors. And as Serene Night already mentioned, it is good practice to go through and dump characters and expression packs you don't use. I've collected quite a bin of "trash characters" that come with all the bundles I've purchased and I've started to be picky about which I even bother to install. Saves on space and load time. 

    Post edited by MelissaGT on
  • SevrinSevrin Posts: 6,310

    Do you have Auto Face Enhancer installed?

  • AllenArtAllenArt Posts: 7,172

    It's because there are so many characters (morphs). You might think of culling the amount of characters you have installed at one time and only installing them when you need them.

    Laurie

  • ZilvergrafixZilvergrafix Posts: 1,385

    AllenArt said:

    It's because there are so many characters (morphs). You might think of culling the amount of characters you have installed at one time and only installing them when you need them.

    Laurie

    that's correct! 

  • PtropePtrope Posts: 682
    edited January 2021

    Thanks for the tips. I actually have only a few G8 characters - far fewer than G3. I'll try reducing the SubD, to see if that makes a difference. I would think that things such as textures would have more of an effect on the overall scene, rather than the manipulation of the character - the scene itself remains facile, with only posing be a problem. I've actually taken to converting several of the G8 characters to G3, just to get more ease of use.

    Post edited by Ptrope on
  • JOdelJOdel Posts: 6,288

    Sevrin said:

    Do you have Auto Face Enhancer installed?

    Yeah, that one can be a killer in load times. 

  • SevrinSevrin Posts: 6,310

    A lot of them are also really skinny, so they're hungry.  There aren't a lot of food props, and the more figures you have, the more thinly those items are spread.  Thatt's another one of the reasons they move so slowly.

    Check out this thread to see how much trouble people go to in order to put some meat on those bones.

    "Thiccest" Daz Model Found on DeviantArt! - Daz 3D Forums

  • ZilvergrafixZilvergrafix Posts: 1,385
    edited January 2021

    Sevrin said:

    A lot of them are also really skinny, so they're hungry.  There aren't a lot of food props, and the more figures you have, the more thinly those items are spread.  Thatt's another one of the reasons they move so slowly.

    now there is a solution for food, food shaders!, now imagine a big primitive cube with this shaders https://www.daz3d.com/41-food-shaders

    Post edited by Zilvergrafix on
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