Reason for use:
On a single mesh object having the ability to change influence with keyframes, between the pin group (my case, weight painted) and the actual simulation is extremely powerful and critical for life like sims.
Why purchase a dforce garment? When there are so many free ones you could try. Yes, they might not be the quality you want or even the garment you want. But they would be an inexpensive place to start. I would recommend watching a few youtube videos on animating cloth in blender first. If you have not done so. Keeping in mind. That Daz Studio props are made for Daz Studio. And may or may not need adjustments to make them work in blender the way you want. Mainly welding seams together or seperating some. I would also suggest trying some none dforce garments. That way you can get a comparison on usablity. And there are a lot of free ones also. Once you have a method down. Then concider making purchases. I would even suggest watchng videos on how to make cloth for Daz studio. Seeing how it is done may give you some additonal information to work with. Start with something one piece. With no buttons/decorations attached. Or remove the buttons/decorations. A flag is a common place to start. And there are a lot of examples available online. Isn't there a flag model with the deforce plug-in? Just remember you are learning at least two things, 1. How to animate cloth in blender, 2. How to convert daz studio cloth for use in blender. Which one you do first is up to you.
As for which is easier or what the differences are. The one you work with the most will always be easer. For me dforce is easy until you stare adding wind forces. Then it is out of control. While adding wind, gravity and colisons in blender are more workable for me. Getting to that point is harder for me. Your milage will vary. Two different processes are always going to be different. In the way they are executed and final results. Learning one can sometimes help with the other.
Blender's cloth sim has more options and is more robust, at the cost of increased complexity. Since cloth sims depend on the geometry of the mesh, they will deform exactly the same. The difference is in the algorithms used to control the bending and tension. I haven't done any 1:1 comparisons, but I can't recall Blender ever exploding the way dForce does. As I said, it also allows you much more control to fine-tune things, as well as being fully integrated with Blender's other simulation and particle systems, of which there is no equivalent in Daz Studio.
I appreciate all the feedback. Has anyone here done Blender cloth sims with no dedicated GPU? (I'm currently on a i3 budget laptop.) Wondering if I took a DAZ character and clothing attire into Blender and did a drape what the process time might be.
With the dforce default settings, that are intended to be the reference for all the dforce outfits, blender on a ryzen 2200G takes about twice the time of dforce on a gtx 1060. On par of quality with the same scene. So if you get a good cpu (the 2200 isn't) then blender can compete fine with dforce. That said I myself would love to see the blender simulation at least with opencl, I believe going with the cpu is a little "prehistoric" nowadays.
But I agree overall, to answer op neither has best in class speed, blender is more robust and you can do way more once you know what you're doing, I would say Dforce is much easier to set up simple stuff nd has things ready made for you
blender also has the absolute best option to optimize for low specs and simulate complex things > create a proxy mesh > simulate that > use a surface follow modifier to drive the more complex mesh. you can simulate anything with simple geomety buuut it does require being able to do some modelling