Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
I know what( QT, GTk and other) platform independent frameworks are.
The OS specific stuff apparently still needs to happen, and it appears to be different enough that each OS type requires it's own version.
edit: I did it again, I wasn't being as clear as I wanted to be.
I know software can be written so that it installs and runs on any OS using a single "universal" installer.
Many different frameworks and toolkits exist that can facilitate that to a very large degree.
I don't know of any software maker that does this though.
I'm sure there are many reasons for this such as licenses, contracts, and a long list of other things.
Even mundane things like size and complexity could be reasons.
Until there is a change in the software world, I don't this situation is going to change.
Everyone is is going to continue to write a mac version or a windows version or a linux version or whatever OS they are interested in and exclude those they aren't.
Now, if I were ruler of all the known World, I would decree that KDE will be the desktop everyone gets and wayland will be the windowing system.Yes wayland, what it's missing will have to be added.
And, the linux kernel shall be the only kernel, again commit to your issues (see what I did there).
That would solve a lot of the compatibility problems.
Well we will have to agree to differ on that one. They are different in respect that the end users have separate installers to download, but there is only one code base, and that is where the real work goes, in terms of both development and support. However far development has gone so far with DS 5, the mac and windows versions will be largely at the same point.
Sorry, edited my post while you were replying to me.
A very large part of the code is the same and only has to be written once. The Qt framework handles much of the OS-specific code by itself The bottom line is that they aren't writing two versions of software, they're writing something closer to 1.25 versions of software.
As stated before, they had a pre-beta (with very few core features working) version that actually ran on Window and Mac back in July, 2021 and they expected to have a release version approximately late-December, 2021 with the core features working. I'm hoping that with the extra year since then, they're much closer to a full-release version in the next few months.
It really *would* be nice to get an official update, though.
I just wanna know what rendering engines we'll have available. Iray and that glorified preview engine "Filament" are a given, but we've heard nothing else about 3DL's fate or any alternatives.
Thank you guys for taking the time to talk with me. It really does help.
I wish I had the time to learn more about programming so I could see first hand how this all fits together.
If the toolkit is were most all the work is going; then yes, the two versions aren't that different.
Well except for the differences of course.
Hopefully we will get an update soon about any progress made.
Sounds like lots of us are interested.
I don't use a mac, so I'm more interested in what we may get for viewport rendering options and if anything could be done to reduce the amount of VRAM needed to get the same quality renders. I don't want to end up needing a 48GB GPU to render a single cube primitive in less than an hour.Being able to adjust the size of the fonts would be fantastic also.
I've given up on ever getting linux support. I'll just have to keep dual booting Windows for as long as that's possible.
Given the latest public beta is broken in a somewhat severe way they need to fix that first.
....well it certainly is if you are on W7 as the 4.21.1.13 Beta now requires a driver that no longer supports W7/8.1 for Iray rendering. For over a year the minimum driver fdor Iray GPU rendering was 471.41, now it's 517 or higher.
Didn't think it would have come to an end this soon, at least not before 5.x.
Not going back to glacial CPU rendering.so getting off the bus at 421.0.5.
.
Been a poser user since poser 3, yet I always hated the interface/UI, but I put up with it as it was the only game in town, I finally quit poser at around the same time I decided to quit smoking, and seeing as that interface was irritating before, quickly turned infuriating, luckily I still had my Daz studio 2, so I installed it and fired it up, and it was like the same joy and wonder that I had the first time I ever turned on my first PC!
So instead of being too infuriated to touch poser, I now felt joy with creating 3D again, as DS is much more intuitive for those that are more familiar with their PC and the windows UI, as the entire way it's structured makes perfect sense… I still can't stand poser's clunky interface, in spite of them trying to mirror DS's functionality!
Mac evolve a lot with Apple Silicon processors and macOS 11, 12, 13, ... Daz Studio 5 may never be released.
I bet if they dropped Mac and nVidia support (it looks like most of the corrections for DAZ Stuido 4 for the last couple of years have dealt with reacting to and balancing driver changes for rendering in iRay) they could release DAZ Studio 5 tomorrow.
Seriously, though, according to the Qt 6 "supported targets" it doesn't list the *current* version of Mac OS. How's *that* for "future proofing" your software?
I suspect that they just haven't updated their web page... hopefully...
First rule for a DAZStudio user:
Don't go for a Mac
Second rule for a DAZStudio user:
Don't go for a Mac
Third, and most important rule for a DAZ Studio user:
Don't go for a Mac
I was a Mac guy for about fifteen years. I started using Daz, saw the problems and the next year I switched to a PC and haven't looked back.
From what I know there are some developmental issues with supporting MAC's in the Poserverse as of late so maybe Apple is making their code a little bit too hard for coders to get around? Seems really stupid of Apple to go that route if that's indeed what's happening as it's going to hurt them in the long run!
I've been running DAZ Studio on a 2012 Mac for 10 years now, and according to my logs I've had a total of 31 crashes (almost all from DAZ bugs like crashing on Command-r and Command-s). I haven't needed to upgrade hardware or drivers once, so I'm not seeing "the problems".
I do toon or comic art, so I run DAZ Studio, and not "iRay Studio" so that might be the key.
So 3DL is running fine but seemingly iRAY is not working well on the MAC platform?
Yeah, I guess for me I should clarify the problems, I animate and render in iray. My render times went from 9 hours a frame to three minutes when I got my 1080ti a few years ago, then that 3 minutes dropped to 45 seconds when I got my 3090. I couldn't do what I do on a Mac.
Sounds awesome, and well worth the switch!
I'm finally getting to animate a short cartoon, and I'm getting about 0.5 seconds a 1080p frame using OpenGL and loving it, but it will be interesting to see how things look with Filament or if DAZ Studio 5 offers some other new options. OpenGL works for the style of toon I'm doing, but it's obviously not good enough for most of the 3D art we produce.
And #4 Expect Daz to break with each new release
I would like DAZ Studio 4 & DAZ Studio 5 to automatically read out of the DAZ Store Serial Number section when first installed for our purchased serial numbers & automatically activate them. And have a menu option to activate newly installed plugins the same way.
@benniewoodell
Same here
I was a mac user for many years coming from a professional print design career to 3D
Maxon Supported the mac OS so stayed there far too long using C4D until I discovered Reallusion Iclone( windows only) and switched to windows without hesitation
I still run an old 2017 imac for internet & movie watching but as Character animator ,windows is a must
Iray renders, but in CPU mode so it is relatively slow.
Is it slower than if an nVidia card doesn't have enough VRAM to hold the scene in memory and gets knocked back to CPU rendering, or does the nVidia system still allow some parts of the render sequence to use the GPU?
Why would scripts break with Studio 5?
Is it due to scripts being allowed to access native code libraries, naturally leading to some breaking, at least at first, or has the internal API changed?
It renders with the CPU only. AFAIK there aren't any drivers for nvidia cards which would work on recent versions of MacOS.
There have, as I recall, been some chnages to the scripting engine between the Qt versions. And yes, it is possible that there will be chnages to the SDK, and the elements exposed to scripting, that will break certain functions (for example in DS you could have an actual DzSkeleton in the scene but in DS 4 DzSkeleton is a virtual object from which actual figure objects derive - as a result any DS 3 script that use isA to check for a figure would fail in all cases in DS4)
I don't do much scripting, but that seems odd: Isn't anything that inherits from DzSkeleton a DzSkeleton, including... a DzSkeleton? That's the meaning of the is-a relation in Object Oriented Design. Why would isa() fail in your example? Just curious.
Edit: couldn't remember the name of the principle: Liskov Substitution. Any subclass can stand in for instances of the superclass, i.e. the code doesn't and shouldn't know whether it's got a DzSkeleton or something that derives from DzSkeleton. ECMAScript would then be providing a function to egregiously violate one's own object model...
I wasn't thnking about a MacOS version, but if a PC person with a high-end nVidia card would drop back to MacOS rendering speed if their scene couldn't fit in the VRAM.
Thanks for the reply.
It would be an unusual thing to do, perhaps if the script writer wanted to exclude other figure types (OpitTex added one, as I recall, not sure if theer were others). You are right that one would usually use inherits rather than isA to avoid this kind of issue. My point was that new features may invalidate assumptions that script writers may make, leading to failure when the script is run in a significantly newer version of the application.
We do know, from previous comments, that Daz is working to aintain compatibility where possible - at this stage I don't think theer is any indication of just which scripts will need updating.
Will Daz studio 5 finally bes see the light of the day on Linux? I know that not many use it on Linux, but there are those who do through Wine or Lutris. Got Dforce running and everything. It's high time for that type of update. You'd see a lot of new users that way. Also, how about optimising the program, making it more stable. So it has less crashes and is able to perform smoothly on older rigs. Even if I had this years latest rig I'd still woulkd have liked for it to be able to not hog the resources so much. It's a postive that you will let us to keep DS4 . Given how each old version has been taken down as new one comes that's terrific news.That's what I applaud the team for it.