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Hey there, folks! It has been a while, but at the end of April I finally got my lovely beast delivered. It took that much time because there were problems with getting the case, and I ended up telling the lovely team who built it for me "if the full tower is better available, go for it, I have room where I plan to put it" and they did. Ooof! It is a huuuuuuuge beast of a desktop and now that I installed OS and everything from scratch, I've learned a lot (including 'how to hack Windows 11 Pro to look like Windows 7'), but above all, I have been RENDERING. DOING ART.
Unfortunately I cannot share those renders YET, since the book is still being printed, but it has a cover by me plus internal illustrations, and I will say that it is a PLEASURE to use. Finally, I've been able to use dForce (plus thanks to couple of nice utilities for it that I got from last month's sale) to full effect, not to mention Iray and other lovely things. I tested rendering one massive picture I did in 2021, and the results are: it took 10 minutes to load the entire scene, no bigs, that's what it took on the old computer too, and then it took 2 minutes to render it, where 1 minute was spent into pre-rendering collations and all that spam in tiny window. I gasped audibly at the results, since that picture was something I had to render in two stages on the old computer (6 GB VRAM back then wasn't enough) and assemble together, and that took literal hours.
So! That's where I am now, happy and doing artsyfartsy stuff!
I glad it is working out for you. Load times for Daz Studio are more of a software bottleneck, as you can attest that your new build doesn't load any faster at all.
But there are some ways to help that, too. The number of morphs you have for your generation of Genesis add to the load time. It is very easy to pile up morphs, because this is counting everything, including all the hidden joint controllers and correctives that may come with a character. Some have a few, while some have a big list, like many Daz Core characters. It depends on the PA behind the character. So while it is great to have helpful corrective morphs, the program has trouble handling large numbers of them. Then if you add multiple Genesis models it snowballs.
If you remove morphs you do not use, you can speed up load times drastically. And there is a product to help, though it irritates me that this is not built into DS by default. Turbo Loader runs a script to "hide" unwanted morphs by adding a simple prefix to the file name. This means the file is still on your drive, but DS cannot see it. The point behind this is that you can use Turbo Loader to quickly enable the morphs as needed, instead of trying to uninstall/reinstall stuff manually which just isn't practical. Turbo can do this way, way faster.
It is a life saver. It can also help get around some conflicts, like the dreaded "duplicate morphs" error. You can use Turbo Loader to disable any morphs that conflict with each other. Duplicate morphs can also seriously jack up load times, so removing these errors if you have any will help tremendously. Turbo is probably one of the best DS products around.
The only downside is you have to buy Turbo Loader for every generation of Genesis.
I assume since you built a new computer that you might be using the latest Daz Studio. But if not, the newer versions of DS actually load faster. HOWEVER, I strongly urge only trying the Daz BETA first, rather than updating the main DS. The reason is that sometimes Iray gets altered a bit and that could in turn alter your renders. Since you are making a story book, I am sure you would not be pleased if your renders had a different tone from previous ones for the story. So don't update the main version of DS until you can be sure all your images will look the same. If you don't know, you can run the beta separately from the general release, and even run them at the same time. Their have separate config files, and even plugins are kept separated. But this is good, because they do not interfere with each other, and they can still load the same DUFs, as long as the features in the DUF are supported (like if your DS was older and did not have the PBR Skin Shader, then a save with this shader would have an error trying to load it.)
There can also be things you do that cause a save to take longer. If you use stuff like Fit Control on clothing, this adds a ton of morphs to the clothing and the data can pile up. You want to use the Fit Control feature that removes unused morphs before saving the scene. Creating morphs without saving them properly can also sometimes be an issue. This includes making morphs for clothing...which also ties into why Fit Control can cause issues. If you saved each morph that FC makes it might load faster, but that is a lot of morphs.
This is more the nature of the scene, containing tons of complicated stuff.
I know -- and in this scene, I had turned all 11 Genesis characters into .objs! I had manually gone through the task of converting everything -- character, items they wear etc -- into .objs because my 980Ti couldn't handle all of those as-is. Even skins were mostly procedural or removed where they're not visible, and it still choked on everything present, it was one of those humongous things (a Christmas card for the company I worked for at the time). My RTX3090 handled it like a dream.
Fortunately, this is not a problem; it is not a storybook per se, just random illustrations and all done with same version of DS main build; on top of that, stuff needs to be converted to CMYK and/or b&w. I got... an extensive library since 2012... one of those, y'know, where you turn off the calculated sum in Daz-Deals browser plugin, because it is OBVIOUSLY not true, you can't have spent that much in 11 years.
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Oh! There's a sale! Hot diggity doo! Let's see what's there!
Sounds great! What hardware did you finally select?
GPU? Memory? Mainboard?
Attached via Speccy image caps. (Kereska is the name of the desktop; I name my computers, phones and tablets after D&D dragon deities.)
I'll note that I was aware of the potential Ryzen-burning problems in recent mobos, so the first thing I did was flash the BIOS to the fixed version, then check that voltage is set to correct and won't go to frying levels. It was much easier than in my previous desktop, where it was easy already; I still remember when it was nigh impossible to flash BIOS...
Oh, and now that image uploads are working (they were not yesterday), I can show a small snippet of the cover!
...my system upgrade is a bit of a step down (on a very tight budget here):
CPU: AMD Ryzen 9 5900X 3.7 GHz 12-Core Processor
CPU Cooler: be quiet! Dark Rock Pro 4 50.5 CFM CPU Cooler
Motherboard: Asus ProArt B550-CREATOR ATX AM4 Motherboard
Memory: Corsair Vengeance LPX 64 GB (2 x 32 GB) DDR4-3200 CL16
GPU: EVGA RTX 3060 12 GB (already have)
Also keeping my current drives [1 x 240 GB SSD (boot) 1 x 2 TB SSD (content library), 1 x 2 TB HDD (Storage)], PSU (EVGA 850W), case, displays (2 ASUS 24"). and 1 external backup (4TB HDD).
If I can swing it later considering a 16 GB RTX 4060.
Nice and thanks for the specs...
Tight budget is always annoying, and I am not made outta money, so Significant Otter bought this one for me.
I will ABSOLUTELY recommend all fans and cases to be beQuiet! -- I have NEVER, EVER had a system this quiet before. 250% buttkicking in that regard. Full tower is totes recommended, too. Be sure to check that you get one that has 5 1/4" bay spaces! Because no matter what folks think, a DVD/BR drive is a must, still.
...this is the case I have, it's billedas a "mid tower" but is more in between that and a full tower:
...it has 7 fans including the large intake on the left panel. All intake fans are filtered.
The Dark Rock cooler will easily fit. as I bought it 12 years ago, yes it has 5-¾ bays. No fancy "lightshow", no side window, just nice, simple and professional looking with more than adequate airflow. Actually with the steel side panels closed it is remarkably quiet as it has excellent sound dampening.
It could be the procedural stuff that is slowing loading times, and how the new objects were saved (or not saved as props). DS seems to prefer having things saved as props rather than being imported and only saved as part of the scene. A couple items like that don't bother it, but if the scene is filled unsaved props it starts to chug on them for some reason. It is one of those things Richard can explain.
You shouldn't have to worry too much about VRAM anymore, that's for sure. I would say you are more likely to hit your 64gb RAM limit than your 24gb VRAM limit. But the optimization tricks can still pay off if you do hit that cap. I recall a video where the user only reached about 17gb of VRAM but crashed DS because he ran out of 64gb RAM. His scene was not even that complicated, he just added a bunch of Genesis 8 characters around like a pool. So he demonstrated that this is possible, but he didn't do any optimizations, he was just testing to see how many G8s he could fit on a 3090. He didn't expect to run out of RAM first.