Interface Slugishness

I'm running Daz 4.8 on Win64 machine... with 64 gb of RAM.  I do all my rendering on two Nvidia Titan Z's (not linked)

Issue:  When I load heavy sets or a set with 15 or more characters .... the interface starts to drag.  I've approached crush depth with about 50 in one scene.  BUT ... the utilized RAM is only about 25 gig at that point.

So what's causing Daz to slow down?  I recovered some interface performance by switching to smooth shading ... which made me think it might be a graphics card issue... BUT other applications/programs work fine.

Any thoughts?

Comments

  • fastbike1fastbike1 Posts: 4,078

    You're doing a lot of calculations just moving around the dcreen. Daz isn't really using the GPU's until you start to render. I suspect that you are maxing your CPU.

  • mjc1016mjc1016 Posts: 15,001

    It's not just one thing that does it...it's a combination of a bunch of little things.

    Also go into the Preferences > Interface and try different Display Optimization levels and Texture Resolution...

  • ImagoImago Posts: 5,158
    edited March 2016

    The whole workspace is on the GPU since it's rendered in OpenGL in real time. So you just reached the maximum that your GPU can handle.
    The only solution is to "hide" something (Using the "eyes" in the scene tab) unless you want to start your renders or just upgrade your GPUs.

     

    @ mjc1016

    Sadly, it won't work! I tried it!

    Post edited by Imago on
  • hphoenixhphoenix Posts: 1,335
    edited March 2016

    It's also simply a limitation of CPU power.  The UI (and all the elements in it) and the viewport all have to be re-drawn, re-generated when moved, scaled, morphed, etc.  The more you have in a scene, the more sluggish it will get.  15+ TriaAx figures is very complex (computationally) scene.  Add in clothes, auto-fits, collisions, and more, and even a high-end desktop will start chugging trying to keep up.

    The textures (all of them at 4k x 4k?  Not needed except for those characters close to the camera, or the final render size is immense....) also have to be shuttled to the GPU.  Subdivision levels not at base resolution?  Just upped the raw power for that character to be updated considerably.  Etc., etc.

    If you have a lot of 'background' figures, try rendering out JUST them, and compositing them in as a simple texture on a plane.  Then you can have your primary focal figures to work with, without the overhead of the background elements.  Just be careful of your lighting, so that shadows down't end up falling on the compositing plane and ruining the look of the scene.

     

    Just like with anything, the more you add, the slower it gets.  Open 100 different web-browsers, and your machine will slow down.  It's not that there is anything wrong with the browsers or the machine.....it's just more than it can handle and keep at full speed.

     

    Post edited by hphoenix on
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