Is light building CPU only?

What kind of sick video cards do you have? I keep reading complaints about how the video memory is not enough. Sure it is, ever tried Lumion? I have 6 GB and I want a simple answer to the question raised in the first place (only UE 4 staff answers): Is there a method to stop using 100% CPU to build/compile lighting and use more GPU? I once read you can do a sript for that but I forgot where. PLEASE ANSWER THE QUESTION.

There’s now a GPU lightmass renderer, but you still need enough GPU memory to load all of the assets onto the GPU. You also can’t combine the two, you either use the classic Lightmass which is 100% CPU or you use the GPU Lightmass Renderer which is 100% GPU

OK, thank you, and how to use the GPU Lightmass? I would like to use two gpus.

https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass

Thats memory argument is inacurrate, both in cuda as in dx12/vulkan you can specify host visible memory buffers and of course stream data from ram. Also you could split the levels in chunks or perform progressive light baking, keeping only the necessary parts for a frame in memory. How do you think dynamic lighting is calculated?