Votes
0
Product:
iClone 8
Version:
8.75
Status:
Active
Issue 12715
Beta 3 feedback: slow live RTX viewport, prop link/unlink regression, 2 crashes + install notes
Hi RTX team,

Thanks for Beta 3. The demo projects and the material library look great. I've been testing with my own production scenes, and here's what I found, most important first.

**System:** RTX 5090 (32 GB, driver 617.42) · Ryzen 9 5900XT · 128 GB RAM · Windows 11 Pro 26300
**Builds:** iClone8_RTX_Beta3_0917 (8.74.5717.1), CC5_RTX_Beta3_0917

### 1. Live RTX viewport is too slow once lighting is added (key feedback)

After I add or adjust lights, the live RTX viewport becomes slow to update and to converge, so lighting turns into a wait-and-see loop. At this speed it's faster for me to send the scene to Blender with the Blender Pipeline plugin and render there. **That defeats the purpose of having RTX in iClone.** Iterating on lighting interactively is the main reason I'd use it.

Suggestions:
- A progressive or low-sample preview while I'm interacting, which then refines
- Denoiser on by default in the viewport
- Changing a light shouldn't restart a full path-tracing pass
- A viewport performance setting separate from final render quality

### 2. Regression: props jump away at the unlink keyframe (RTX mode only)

Link a prop to a character, then unlink it with a keyframe.

- **At the unlink frame, the prop disappears.**
- **It happens in RTX mode only.** In DX11, the same project and keyframes work correctly.
- The prop isn't deleted. It's still in the Scene Manager, but it's been moved somewhere else in the scene.
- **When I move it back, it jumps again.** It can't be fixed by hand.
- **This never happens in production iClone 8.**

It looks like the RTX path computes the prop's transform in the wrong coordinate space after unlinking, and each edit then saves a key in that wrong space. This breaks every pick-up/put-down shot (cups, phones, weapons). My current workaround is to keep the prop linked and swap its visibility with a duplicate at the unlink frame.

### 3. Crash: missing `BrokenImage.png` fallback

When a texture fails to decode, RLImage logs `... using BrokenImage.png`. Beta 3 only ships `Program\Default\BrokenImage.jpg` (in both iClone and CC5), and iClone crashes (`ucrtbase.dll`, `0xC0000409`). As a test, I added a PNG copy of the fallback image to both installs, **and that stopped the crash**: later decode errors only show the error dialog. Please ship `BrokenImage.png`, or point the fallback at the `.jpg`.

### 4. Content references textures on the creators' PCs (multiple assets)

I added a CC5 HD character to an iClone 8 scene and set the viewport level to **High**. That triggered the crash in #3 with this error:

`[RLImage] image decode failed: 'C:\Users\corychang\Downloads\AndreVish P10 Final\Dress_1\Texture\2K\Dress_1_Normal_2K.jpg', result=0x80000000`

A second character (Ariana, body normal map) has the same problem:

`[RLImage] image decode failed: 'K:\LIMIN-CC5 Content\2_In Production\Ariana\0715\texture_final\Normal\2k\Sub1\CC_Base_Body-NM_u3_v0 ??.jpg', result=0x80000000`

Both point to absolute paths on the authors' machines. The `??` in the second filename suggests garbled non-ASCII characters. It looks like the content library needs an audit for absolute author paths and non-ASCII texture filenames, plus a fallback to the embedded texture.

### 5. Crash: converting a custom DX11 project crashes on the first path-traced frame

I opened my scene (Cyber_Hack_Hideout.iProject) and accepted "Convert Project Data for RTX Render" with clamping on. It converts to 100%, shows "Starting path tracing samples…", the scene appears, and then iClone crashes. It's an access violation (`0xC0000005`) in `iClone.exe` at offset `0x3aa2189`, with the **same offset 2/2 times**. Another of my scenes (Coffee_Shop_02) converts and renders fine, so something in this scene triggers it. I'm still narrowing down which object. **I have crash dumps for this and for #3 and can send them** if you tell me where.

### 6. Install and packaging notes

- **Path too long when extracting:** The Beta 3 zips contain paths up to about 200 characters (`Program\CCBaseData\GenerationMappingProfile\...ccTopologyMapping`). Extracting with Windows Explorer into a normal folder hits the 260-character limit (`0x80010135`). If you skip those files, converting existing projects to RTX fails later. Shorter internal paths, an installer, or a note in the instructions would save people a lot of trouble.
- **Content packs:** The Material/Light Room and demo project zips are still labeled Beta1 (260723). Is there Beta 3–specific content?
- **Converted scenes come out dark:** With clamping on, converted DX11 scenes are much darker. Auto-compensating exposure, or explaining in the dialog what clamping does, would help.

Happy to test fixes or provide more repro files. Thanks!
OS: Windows 11
Attachment:
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Submitted byFuturestate
1
COMMENTS (1)
Feedback Tracker Admin
Hi Futurestate,

Thank you for the detailed Beta 3 report. We’ve logged each item with our team and are looking into them.

For the two crashes, we’d like to request the following files to help us reproduce and investigate:

Crash with the missing BrokenImage.png fallback (#3)
The crash dump
Crash on the first path-traced frame after converting Cyber_Hack_Hideout (#5)
The crash dumps (both occurrences, if available)
The project file Cyber_Hack_Hideout.iProject, along with any custom content it uses
If you’ve identified the object that triggers the crash, please let us know which one it is.

Please upload the files here: [UPLOAD LINK]

If the project is too large or contains assets you can’t share, please tell us. A trimmed-down version that still reproduces the crash would be just as helpful.

Thanks again for testing with your production scenes. This kind of feedback is very valuable to us.

Best regards,

Soya
Reallusion
1