For #1, this sounds like something inadvertant in your scene settings, and not a bug. I've been using Dyverso for years and not experienced anything like this, so I think it is not a bug in the program. Like ChristianZ, I wonder if you are using your video card (GPU) for the sim. Sometimes, certain nVidia drivers cause these kinds of problems, particularly when the driver is out of date. (For example, if you have recently updated Windows OS, but not made a similar update of your video card driver, thus creating a mismatch without intending to do so.
For Issue #2, for Dyverso, look to your Object settings. Here are the things to do, in order, for everyone that experiences this kind of issue.
# 1 - in the Object Volume settings, the Surface Offset needs to be set to something other than 0.0.
Usually, you want this set to some value that matches the Cell Size. I'm not sure why this is not set to some positive value by Default, but it always should have a setting that matches the Cell Size.
# 2 - Then, turn on "DY Continuous Collision Detection" by placing a check mark in the small box.
These two things should always be done as a matter of course for your Dyverso sims.
# 3 - If these two adjustments still do not prevent particles escaping your geometry, then you'll need to (adjust) reduce the Cell size (in your Object Volume settings). It is not uncommon to need a Cell size of "0.01". Of course, reducing your Cell Size slows down the sim.
To determine if your cell size is adequate, go to the "Display" tab in your Object's settings and click on the "Isosurface" box in the "Display Volume" area. This will turn all or parts of your object to a purple color that has some visible thickness. The purple thickness around your object is showing you the particle collision surface. If your object is completely covered in purple, you should be good to go.
But, if parts of your object are not covered (have open faces or the geometry is showing through), that is where particles will escape your geometry. Increase your object's Cell Size until your object is completely enclosed in the purple color. Then you can remove the checkmark in the Isosurface display and get back to work.
# 4 - It is possible that some particles will still escape your geometry during your sim. If they do so immediately upon running the sim, you'll now have to take the second step ChristianZ mentions, and increase the Substeps (Min and Max) of your simulation. Doing this also will slow down the sim a bit, because it is having to calculate every particle's position more frequently. But, it also will create a much more accurate simulation over all.
If you need help with the whole issue of stub-steps, you should take a look at Thomas' excellent explanation here. https://blog.realflow.com/tips/glossary ... collision/
AND here https://blog.realflow.com/tips/glossary ... n-dyverso/
Then, for further help with this issue, look for the topic in the Realflow Help section.
# 5 - If some few particles are still escaping your geometry only once in a while, while the sim is otherwise running along nicely for the most part, then you'll need to create a small "killVolume" deamon block with an "Inverse" setting checkmarked in the "No" box, and position it at the escape point on your object. These few particles have such a great force or "weight" that they're going to overcome your geometry no matter what settings you used. You could decrease the entire Cell Size one more time to eliminate them, but doing so would further slow down your entire sim. So, for the few particles that escape only once in a while, it's better to just have the killVolume deamon eat them.
# 6 - And, if you still have particles escaping, you'll need to investigate your geometry in a basic way. Do you have some face normals facing in the wrong direction, perhaps? Or missing polygon faces altogether?
Best of luck to you.