On windows 10 iclone 8 had no issues rendering large projects (10,000+ frames) and VR 360 videos. I updated my Z590 Gigatbyte Mobo form TPM compliance and installed Win 11 via flash drive. Ever since iClone either locks up where the windows explorer becomes inoperable or hard restarts after an hour or two of rendering. I used to be able to run 72 hour renders on win 10 no problem. I swapped out my 1000W PSU with a 1200W, fresh thermal paste on the cpu, ran diskchecks, and monitored temps. I ran DISM /Online /Cleanup-Image /RestoreHealth commands in CMD, disabled C-State in the bios, and am still running into issues. Has anyone come across this? My next step is to clean install Win 11 with the hopes the OS was causing the issue. My main suspicion it could be a corrupted OS is that I used the same flash drive for a second PC and iClone is hard restarting on that one too for long renders. Thanks.
I did. I had to wipe the primary drive and reinstall (Reallusion Hub, iclone, CC4) everything which is why reinstalling the OS is my last option. The only thing is my secondary and tertiary drives retained their files (No Reallusion software or directories installed on those)
Thanks for explaining more. It sounds like an issue with your installation of Windows 11 so reinstalling might be worth a try.
I’ve personally been using iClone 8 with Windows 11 for a long time now and have not encountered the same render issue, although to be fair I rarely run a render that takes that long.
If you do find the issue persists after a reinstall of the OS, then please feel free to report the issue in the Feedback Tracker and the tech team will investigate the problem to see if they can find the cause.
Thank you for your reply. I’ll update here too if I’m able to rectify it post reinstall. It is curious that it will go from rendering a frame every 3 seconds up until 2000 frames, then it slows down to one frame every 15 seconds. This usually happens 1 and a half to 2 hours in. I’m going to be getting a newer render rig in this weekend so I’ll also see if I run into any resource heavy render issues on that one.