daz reeeeeaaaallly slow 64 bit

angusshmangusangusshmangus Posts: 0
edited June 2013 in Daz Studio Discussion

I am trying to build a scene. I have 4 urban future 4 sets loaded and a Blackhawk helicopter. the interface and application are barely responding now. I have tried different views like wireframe etc makes no difference. my pc is a dell T7400 dual quad core 3.3ghz xeon with 16 GB ecc RAM and my gpu is a gtx 460 1GB windows 8 64 bit

what gives? can you only build tiny scenes with daz studio ?

the playback on the timeline is also terrible. I cannot see what my animation is doing. its very jerky.

cheers

angus

Post edited by angusshmangus on

Comments

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Urban Future 4 is not exactly a small scene, and it carries a decent weight in polygons and textures. You can render large scenes, but you do need to be more cunning with how you do so, sometimes breaking it up into smaller sections and putting it all together in post. For animation, I can understand that this might not be the most desirable option, but there are some applications which allow you to create macros to speed up the process.

    To work with the scene, I suggest using Bounding Box to speed up the interface. It won't look particularly desirable, but you'll at least be able to arrange the animation the way you want.

  • angusshmangusangusshmangus Posts: 0
    edited December 1969

    hi - thanks for the reply. I tried all the different views and there is absolutely no difference. bounding box is no good because I cannot plan my animation then. I need to see in reasonable detail the set while I am animating.

    I have to say I have been struggling with 3D animation packages for about 5 years now and none of them have ever worked properly. that being said, daz so far is the most stable I have come across. surely with todays modern hardware etc it must be possible to playback these scenes without issues? I find it hard to believe that its not possible. I suspect software somewhere is at fault. maybe an old version of opengl in daz?

    cheers

  • MattymanxMattymanx Posts: 6,902
    edited December 1969

    Without knowing all your settings and scene setup it is impossible to say what you can do to reduce the load on the system. Reducing all unwanted or un-needed background tasks and what not in Windows 8 would be my first suggestion. DS cannot preform if the OS is sucking up a lot of CPU and RAM. In DS4, I assume your using DS4, you can create Geometry shells of items in the scene. These geometry shells if I recall will reduce the load on the system cause instead of having 4 copies of UF4, you really only have one. Aside from that, as the first sentence states, your settings for rendering will play a part in it along with what kind of lighting and how many characters and such are all in the scene. Is the helicopter low res or hi res? THe more geometry in the scene, the more things can get bogged down. The largest scene I have built to date is this - http://mattymanx.deviantart.com/art/Big-City-Girl-361401732 - and it took nearly 5-6gb of RAM to load everything and DS was a tad slow once things started piling up. But then neither one of us own render farms, just home computers. Have you done any reasearch into animations and how to optimize things such as scene layout and setup?

  • Alfhak712Alfhak712 Posts: 94
    edited December 1969

    One tip I got is to use Low rez. things in the distance as much as you can and with animation
    avoid using High rez. objects like cars, helicopters that moves! it eat lots of resources then rendering
    a movie! Same with the textures on building! High Rez cars and helicopter is best to use then
    creating nice Images!

    Alf

  • ReDaveReDave Posts: 815
    edited December 1969

    You only have 1 gb on your video card and while I don't think I have any of the Urban Futures, all of the recent Stonemason products eat a lot of RAM.
    There are two strategies:
    1) Load just one Urban Future, select it then go to Create->New Node Instances. This should take much less memory.
    2) You can manually copy all of the textures, downsize them in your image editor, and apply them to the Urban Futures that are further away from the camera.

  • angusshmangusangusshmangus Posts: 0
    edited December 1969

    ok thanks everyone for the feedback. I will try these various solutions. appreciate the help.

    cheers

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