Already there. On the per-surface basis, but DS has multisurface editor.
Or all developers of GPU/hybrid renderers take a leaf from Octane book and implement out-of-core textures (CPU RAM textures). It has a price, but GPU with OOC still faster than pure CPU.
We might be talking about different things, because I've never seen what I'm talking about in DS. This isn't a matter of the surfaces, which of course you can do in Poser easily. This is a matter of a single dial that controls the _morph_ in the figure properties (not surface properties), including the displacement strength. You can do this in Poser, IIRC, but it's a PITA to set up.
Yeah, Octane's approach is better, but it's sort of a worst of both worlds/best of both worlds situation. It depends on your perspective whether the cost in speed is worth the extra resources. Which gets to the main focus of the people developing those renderers. I don't know of one development group that's focused on stills. They're all real-time/game or animation focused. Which means that they tend to find optimized texture management a better solution in general. I'm all for better optimization for stills, but I haven't found any recent renderers focused on them.
Maybe I am misunderstanding you, but wouldn't any character set you create for DS, for whichever figure, still be competing with other content creators who do have access to the HD plugin? For example if you create an elfin character for Dawn, content purchasers will still decide between your set and a potentially similar set created for the Genesis figure series regardless of whether that set is HD or not. You're also restricted from making HD morphs for any other figure/object within DS, as the plugin isn't really figure dependent in nature it's basically a Sub-D Morph importer. It's nothing new for businesses to make researched tech proprietary, especially when it gives their own contributors a competitive advantage over external 3rd party competitors.
First of all, only in theory. In actuality, I'd only be competing with content creators who have access to the HD plugin _and_ sell HD characters for the figure. Which will be affected by the community behind the figure. For instance, Hivewire3D strongly encourages all vendors make their products cross platform.
AFAIK, there are no HD characters (or props) for any mesh besides Genesis. So even if I've missed a few, they're not a significant enough portion of the market to be a consideration. To my knowledge, customers do not look for the "HD" feature outside of Genesis characters at this time.
Second of all, most people buy characters for a chosen figure. So Dawn elf figures aren't exactly competing against Genesis elf figures. If that were true, about 85 to 90% of new figure content would rot on brokerage hard drives, because it's just the same old stuff on a new figure rendered in a better renderer. Figures compete amongst each other in aggregate, but vendors making characters, clothes, etc. essentially only compete against each other within that figure's portion of the market.
So it's more a balance of a figure's portion of the market and the potential portion of that market one can make. Given the HD issue and not being a DAZ PA, I'd say that puts me somewhere at 0.01% of the Genesis market at full maximum market visibility _and_ appeal. But take a figure like Dawn, where I'm not restricted to DS only sales and there's no HD characters to compete with, the sky's the limit, percentage-wise. So even if Dawn has a much smaller market, my highest potential customer base is pretty much the whole Dawn market across Poser and DS, while my highest potential Genesis 8 sales are a tiny portion of DS-only sales.
Maybe at some point I'll decide that the sliver of DS-only Genesis sales that might go to a non-HD, character not marketed by DAZ would be a large enough market to be be worth it. The overall Genesis market is pretty large, and who knows what both I and the market will be doing in the future. But today, DAZ's wall around their creation tools is keeping me out.
I've seen absolutely no other instances of this practice within the field of 3D in the almost two decades I've been studying it. More to the point, I currently know of no other creative options for me in 3D that put me at so much of a disadvantage. If, tomorrow, I decided to become a Vue artist and make Vue content, I could choose to invest enough time and money (with enough time to save) to become on par with the top Vue content vendor. The same is true for Substance materials and game content. Or Blender content or plugins. Frankly, it's true of Poser content. It's true of Zbrush sculptures and Shapeways 3D prints. Even SecondLife's horrible licensing doesn't force me to drag my reputation in the mud by forcing me to make definitively inferior products. In every other field, I'm only limited by my own efforts and resources. DS is the only software and Genesis is the only figure where I _can never_ make the same quality content as top artists in the field, because DAZ won't give me access to high quality feature creation.
RAMWolff - It's not a tool for the figures specifically. It's simply access to the DS HD morph features. Which nobody else can grant anyone, and many people would buy if they could. That's not so much offering it to the PA's as keeping it from everyone else. It's cool for existing PAs, though. They really give the PA's they've built relationships with a strong market advantage.