Update on the rant... after a whole 6-pack of monster cans, 3 packs of smokes, and a few punches on the wall behind the monitor, I figured out why DAZ was suddenly behaving like that, and I'm gonna leave it here, as sort of "wearning" for others that may experience the same issue.
We focus a lot on geometry load, and textures load, and we take all the steps calculating, and optimizing for those two factors, but we often miss the most important... how many light sources our GPUs can handle, shown in DAZ's own help window as "maximum lights"... in my case, it's 8. But, as I was saying, I was using a shitload of shiny, reflective, latex shaders on the entire of the figure's skin, plus ALL clothing items... and, guess what becomes a light source, when it grows too reflective...
I ended up having en entire scene full of super reflective, super shiny, and, inevitably, light rebouncing surfaces, that, given the various tones, would become light sources in the calculation, forcing a driver timeout as it was allocating memory (plus a "healthy" dosage of filled up VRAM, from that calculation), resulting in a forced CPU enabling... which, of course, would crash the entire suite, because, I have the CPU option disabled, to speed up my pieces.
TL
R, problem solved, sort-of... drawback, I have to rely in Poser's firefly engine, whenever I get in the mood of rubber doll themed renders.... ah, well, c'est la vie.