I have a modern computer, with 8x4.9+8x3.9 GHz CPU (totally 24 threads), but exporting the static mesh with ~2.9M polygons from UE 5.4 to FBX took ~2-2.5 hours, and only one thread was used. I calculated that it was exporting ~70-80 triangles per second per GHz. For the comparison, exporting even more high-poly model (~7.8M triangles) from blender to FBX takes several seconds. Am I doing something “unnatural” for engine, or why it is so slow?
The topic is actual.
Double bump. @SupportiveEntity, don’t you think it’s a serious engine flaw? What have to do owners of AMD processors that have more cores but each of them is even slower? What to do even the original model has not been included in the pack? And so on. I ask you for commenting this.
Hey there @Etyuhibosecyu! I definitely understand the frustration of single threaded actions when working at scale. My guess is that it comes down to design and purpose of software. It’s not often where a developer is working with and creating and exporting high poly models inside of the engine itself, as the engine is built and geared towards being a game engine more than a 3D modeling suite like blender. So it’s likely that when the original FBX export was written it wasn’t a priority and judging by the age of the feature it was likely back when the mere mention of 2.9M polygons being exported from the engine would have shattered current design concerns.
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