Daz Best render settings for game?

immortalkid69

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Please tell what numbers I should change the below settings for best quality without compromising too much on efficiency. I have a 4090 so I am willing to not cut corners for the renders of my game,

1670952440738.png
 

rayminator

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best setting for making a game mmm....

you need to find your own settings based on your skills and knowledge every systems are different

my setting might work me but it might not work for you
 
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immortalkid69

Member
Jun 13, 2022
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best setting for making a game mmm....

you need to find your own settings based on your skills and knowledge every systems are different

my setting might work me but it might not work for you
like i have set render quality to 2.0 but still looking grainy slightly.
 

GNVE

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There are noi 'best' settings. I mean if you have a Quadro card (or what Nvidia calls it these days) with 48GB of ram to play with you might make different decisions than if you have a low end 6GB type of card. Other factors that might change things is if you want to do postprocessing in Photoshop (or equivalent). How big your scenes are. The number of lights in the scene. How big you are rendering (720, 1080, 4K). When you render (overnight with a render queue or while waiting for the render to finish)
But to help you a little. . That might give some guidance as well.
 

MidnightArrow

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You shouldn't ask "what numbers do I change", you should ask "what do these do" because they're all useful in different situations.

Path tracing renders work by spraying a scene with light rays and calculating how and where they bounce to create indirect lighting. If you have an outside environment, most of the light rays will hit the skydome after a single bounce and terminate, so you can set Max Path Length very low to limit how many times they bounce with little difference in quality. If it's an indoor scene though, you need the bounces a lot more to accurately calculate the indirect light that bounces off walls. A value of -1 is programmer-speak for "keep iterating", but I think practically it's capped at 1024, so every light ray will bounce a total of 1024 times. Guided Sampling otoh is a technique used to get better indoor indirect lighting by mapping how light comes through windows, to "guide" the indirect light in a realistic manner.

But to help you a little. . That might give some guidance as well.
Lol, Daz. Their render settings documentation's been a stub for seven years but they finally decide to put useful info into a fucking blog post. I guess maybe the sale of shitty overpriced tutorials waned to the point where they decided they should maybe explain a few things. Just not, you know, in the place where they're supposed to explain things.
 

coffeeaddicted

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Try this guide. It has some insight to that problem.
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
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With a 4090, you could safely render in 4K and then scale down to 1080.

I usually just turn off Rendering Quality, slide Max Time down to 0, and Max Samples to anywhere from 5000-7000. If it's still noisy after that point (a decently lit render at 4K is usually done at 3000/3500 for me. 4000, at most.), then it'll likely be noisy 15000, as well. Works well for me. But as MidnightArrow said, learning what they do is only going to help you in the end.
 

Turning Tricks

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Please tell what numbers I should change the below settings for best quality without compromising too much on efficiency. I have a 4090 so I am willing to not cut corners for the renders of my game,

View attachment 2233151
Man, I don't have anything even close to a 4090 and yet I know that the question you just asked is alike to "Dad, can you explain women to me?" :ROFLMAO:

There are no "best settings" .. at least not in such a broad context as you are implying here. Like the others have said above, the best thing to do is to learn what each of those settings in DAZ are actually for and, TBH, for most of us here doing porn games, a lot of them are best left at default.

Heck, I have had renders done at 250 iterations that looks 10X better than ones that had 3000 samples. Every scene is different. And, IMO at least, proper lighting is near the top of the list of things you need to get right, way before messing with the deep core DAZ settings.

The thing I always told my apprentices is to learn how to do it right first, then you can get faster and learn tricks and shortcuts. Starting with the tricks and shortcuts is just building on a crappy foundation that can crumble under you.
 
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immortalkid69

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Jun 13, 2022
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Man, I don't have anything even close to a 4090 and yet I know that the question you just asked is alike to "Dad, can you explain women to me?" :ROFLMAO:

There are no "best settings" .. at least not in such a broad context as you are implying here. Like the others have said above, the best thing to do is to learn what each of those settings in DAZ are actually for and, TBH, for most of us here doing porn games, a lot of them are best left at default.

Heck, I have had renders done at 250 iterations that looks 10X better than ones that had 3000 samples. Every scene is different. And, IMO at least, proper lighting is near the top of the list of things you need to get right, way before messing with the deep core DAZ settings.

The thing I always told my apprentices is to learn how to do it right first, then you can get faster and learn tricks and shortcuts. Starting with the tricks and shortcuts is just building on a crappy foundation that can crumble under you.
I did a scene with two characters and a house at 4k(bunch of lights included) with max samples and time maxed out. Quality set at 1 and it took me an hour. At first when I did it the render looked grainy but with this setting above, it looked way better.
 

Deleted member 1121028

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Number of figures doesn't really matter (it's marginal), camera range does.

Mid range shot with few surface tweak (mostly keeping specularity in check), knowing what you do (section planes/correct lightning) :

On a 2080, I had ~15min on average per 1080 render
On a 3090, ~12min average per 4k render

You can absolutely go sub 10min but you need to sarcifice something. It's old result tho I havn't benchmarked in a while.

edit :
This is what I mean by mid range, little less than 9min on a 2080. Not the best render but hey.


xxxxx.jpg
 
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coffeeaddicted

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Number of figures doesn't really matter (it's marginal), camera range does.

Mid range shot with few surface tweak (mostly keeping specularity in check), knowing what you do (section planes/correct lightning) :

On a 2080, I had ~15min on average per 1080 render
On a 3090, ~12min average per 4k render

You can absolutely go sub 10min but you need to sarcifice something. It's old result tho I havn't benchmarked in a while.

edit :
This is what I mean by mid range, little less than 9min on a 2080. Not the best render but hey.


View attachment 2237117
That's impressive.
Considering the time rendered.
Would be a pass to me.

I did a scene and it takes about 30 minutes. Though i cranked up to 7000 samples and went full convergence. There are some additional lights but the camera of course. The closer you get to the figure the longer it takes. Details i suppose.

This is my shot. I think its good but what do i know. :)

This is done on a AMD 5 something... with RTX 6030.

day02_10.jpg
 

Deleted member 1121028

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That's impressive.
Considering the time rendered.
Would be a pass to me.

I did a scene and it takes about 30 minutes. Though i cranked up to 7000 samples and went full convergence. There are some additional lights but the camera of course. The closer you get to the figure the longer it takes. Details i suppose.

This is my shot. I think its good but what do i know. :)

This is done on a AMD 5 something... with RTX 6030.
Thanks o/ It's the good part to have started with an old 1060, you need to find a way. All in all, iterations per seconds is the only metric that count whatever method you use. Imho cranking convergence to 100% do more harm than good (iirc I always stuck to 95%/98%, 0 time, 999999 max samples). I deal with "hard" noise/unconverged px pool with slight surfaces tweaking and lightning. Iray cam/sections planes bring an early "exit-to-the-void" to most of light bounces, giving an absurd number of iterations/sec (turn off guided sampling if you use that method).
 
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coffeeaddicted

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Thanks o/ It's the good part to have started with an old 1060, you need to find a way. All in all, iterations per seconds is the only metric that count whatever method you use. Imho cranking convergence to 100% do more harm than good (iirc I always stuck to 95%/98%, 0 time, 999999 max samples). I deal with "hard" noise/unconverged px pool with slight surfaces tweaking and lightning. Iray cam/sections planes bring an early "exit-to-the-void" to most of light bounces, giving an absurd number of iterations/sec (turn off guided sampling if you use that method).
Agree.

I was checking for an iray cam and found this one which is even free.
mickydoo share it here Iray Cam
Which can be found here

It cut indeed the render times in half.

Yeah, never used guided sampling. I use more or less standard settings. The only thing i had changed was samples, which i cranked up to avoid the convergence to not reach 95% which can happen.
So that is it then. I like it. :)

p.s. i just realize now that it will cut off everything. I forgot that part.
It would be great if it had planes that hide everything else. I will try to make one and parent it to the camera. That way, you won't have to put planes around. Unless you use a scene in the environment.
I just did a test and it appears that the lights that are emitted through the lamps are different in some form when applied in the environment setting. Or its something else.
Anyway, this is still the best way to cut time when rendering. And on the cheap, i may add.
 
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Deleted member 1121028

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Agree.

I was checking for an iray cam and found this one which is even free.
mickydoo share it here Iray Cam
Which can be found here

It cut indeed the render times in half.

Yeah, never used guided sampling. I use more or less standard settings. The only thing i had changed was samples, which i cranked up to avoid the convergence to not reach 95% which can happen.
So that is it then. I like it. :)

p.s. i just realize now that it will cut off everything. I forgot that part.
It would be great if it had planes that hide everything else. I will try to make one and parent it to the camera. That way, you won't have to put planes around. Unless you use a scene in the environment.
I just did a test and it appears that the lights that are emitted through the lamps are different in some form when applied in the environment setting. Or its something else.
Anyway, this is still the best way to cut time when rendering. And on the cheap, i may add.

"Iray cam" is a camera mounted with 5 section planes (top, bottom, left, right, rear) that hide everything that is not on camera sight. You don't have to shot with it, neither you have to use all planes all togethers. You will need some practice and how to light respectively tho, some situation will be tricky. But it's imho by a large marging the best tool for chain rendering efficiently (without destructive behavior) once you got the ropes.

To go further with optimization, surfaces are more tricky as it really depends how it's done. UberIray is quite a fat shader and most artists don't really care about optimization/redundancy. "Shiny stacking" (Gloss+Dual Lobe+Metallic Flakes+Top Coat...), translucency/SSS use (that tree with thousand leafs may not need it), and most of the time weighted base mix should be redflags (optimiztion wise/noise trap). It's especially critical when those surfaces are large (walls/floor/ceiling).

Sometimes it's worth reviewing an asset, say a living room you gonna use plenty of time, that don't perform very well, for less fatty shader use in some areas when possible. Iray presets and vMaterials ( , then ) can come handy and generally way more cheap to render.

For lights rules of thumb should be, more a light geometry (sphere, plane, disc) is small and the more intensivly it emit light, the more noise you generate. A ping pong ball emitting thousand suns is a bad idea, it need to be scaled accordingly.

For render setting nothing comes really to mind except keeping crush blacks and burn highlights to 0 (or nearly 0, like 0.01) if you render with 8bit color depth (default setting/not rendering 32bit exr beauty canvas), it will help to keep details in with underlighted and overlighted areas (and postwork later).
 
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