G9 just looks like something made to plug into Unreal Engine. Everyone is applauding G9s face, but for me, it's actually quite off-putting. I don't really find it much more realistic at all. It looks much more similar to the faces in AAA games and Unreal's Metahumans. They have that distinctive uncanny valley quality, where it's definitely evolved from the simpler 3D graphics ten years ago, but at the same time, you can clearly tell that it's not real.
I haven't been able to put quite a technical grip on it, but this person from anoother forum made it much more clearer. It seems like a lot of the development in G9 is addressing integration issues in terms of rigging, animation etc, into game engines such as Unreal. There are also some ideas about catering to content providers in web3, NFT etc.
To me, this feels like a massive departure on the side of DAZ from their original userbase, which are the hobbyist artists making mostly static content. And it's not good.
I mean, for example, I am an artist who have my toes in both worlds. Professionally, I can and have a team who produce 3D assets for games, ads and other similar commercial fields. When we do production for these assets, we will NEVER use DAZ because the current pipeline already works best using the industry standard tools: zbrush, maya, substance. DAZ is just redundant in this workflow. And Unreal already have Metahumans to propagate quick character variations.
I mainly use DAZ in my free time as a hobbyist, and I guess I've always liked the way that DAZ/Poser has its own visual identity. You have to agree that sometimes you find some sci-fi/fantasy smut stuff online, and right away you can tell, this was done in DAZ. And I really hate that nowadays everyone is turning towards Unreal Engine, and the problem with that is that everything is starting to look the same generic AAA style.