couple of tweaks to speedup edit mode:
N-panel > Display =render only
>Shading>Texture solid (turn off before entering sculpt mode)
>hidden wire
>mesh display>deselect all except edge
mask out areas not being worked on,
break model into sub groups as issue is only with object being worked on and not object in scene, then if required after editing re assemble as final operation.
the above gives me a 10x performance boost. (old card comfy at around 500K tris in edit mode, 12 million in sculpt)
looks like blender uses only one cpu during edit mode, where as sculpt mode is multi threaded, maybe some edit mode operations that could be achieved in sculpt mode with the use of masks/ scrape tools with constraints set, trim and area plane/view plane for example.
#not getting into the for or against, Blender>FBX>Unreal is working for me for specific tasks, batch exporting 4,000 objects with multiple material slots at a time using Takanu Kyrako’s capsule addon, as placeholders while prototyping, then re-editing in blender and using capsule addon to overwrite indivdual objects/reimport object via right click in unreal.
Has anyone mentioned in this thread where FBX is failing them?