Bug description: When using multi-exporter in 3dsMax 2023, the export time is extremely slow. Sometimes could be as fast as 300 seconds, but often it is as slow as 5800 seconds or even 14000 seconds. When using the older Babylon exporter supplied in MSFS2020’s SDK (not the FS2020 multi-exporter, that one is also very slow), the export time is always under 400 seconds; I have never had the default Babylon exporter take longer than 600 seconds. Note that this only occurs with scenes that have extremely high detail (5,000,000 verts or higher). High detail scenes (1,000,000 ~ 2,000,000 verts) still take longer to export than Babylon but are not on the order of hours.
Repro steps: Load any high detail scene (node count did not matter in my testing, but make it sensible, such as around ~100 nodes) and then load multi-exporter. Move to the user defined layer based export and select the layers where these objects reside (enable keep instances and textures in export options). Click export ticked or export all. Observe extremely slow export times.
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I have the same issue in with the blender exporter. Exporting our Terminal with all the LODs takes almost 1.5 hours.
As you can see here with the times at which they were exported, the first file was created at 13:02, and the last one at 14:36. Which means the whole export took 1 hour and 34 minutes.
Do you have animations exported with your terminal ?
the more keyframes you have the longer it would take to bake them and export them.
Know that in Blender we use the Khronos exporter as its the official gltf exporter.
As for 3dsmax, i’ll try to investigate with the attached scene in the PM. Know also that it it depends of the number of geometry/long animations/presets you have or to export.
Negative. Not a single animation. Just a “simple” scenery object, however, with a bunch of geometry (about 4 million verts) Split into a lot of different collections/submodels, and with a lot of LODs. So I do expect it to take a bit longer than the almost instant export with other simple objects. But 1.5 hours is a little bit long.
The problem is not really the time it takes itself, but the fact that the progress bar seems to be stuck at lot of the times and only moves in 25% increments, so I have found myself questioning whether it crashed or not a bunch of times.
I mean again I expect it to be that long for such a complex scene which is why I never filed a bug report for it. I just wanted to illustrate that 3dsMax is not the only exporter affected and it also takes a while with the blender one.
I have checked your scene, the thing is that it takes ~1min to export each model, as you export 96 models at the same time it will take ~96min to export all of them. We recommand to avoid exporting at the same time that much of models. Your scene contains >17000 objects, Blender take time to update the viewport everytime you call an operator (click on a button or add objects..), this can explains why it takes time to export one model, the more objects you have in your scene the more time it would take. We recommand to join some your objects or maybe to separate them in different scenes in your blend scene.
As for our exporter, we’ll continue to profile and optimize it if possible.
Regarding 3ds Max, unfortunately what takes time are the 3ds Max API calls. We’ll try to investigate further with 3ds Max 2023, but we are having the same issue with 3ds Max 2022. The more objects and meshes with a lot of vertices you have to export, the longer it will take.
Thanks for investigating Yasmine. Like I already said I do understand that such a big export of a complex model can take a while so I don’t necessarily have a big problem with it. The only thing I don’t get is that if I only export let’s say 1 of the submodels it still takes longer than it would in a fresh blend scene, hence why I reported it. (way longer in fact so I don’t think it’s solely the extra time the viewport takes to update)
One thing I don’t really understand, though, is why you now recommend to merge the models. See, they are split into so many parts to first of all make use of instancing, and secondly comply with your LOD rules for the new sim. You colleagues constantly tell us devs to split up big models into separate parts, and now you recommend to merge them into one - that makes no sense.
Anyways, like I said thanks for investigating and I do understand that it takes a while. It was the same with the 2020 exporter so I wasn’t really surprised about it. I already thought of another workflow for our next project to speed this up a little bit where I will probably split all of the parts into different .blend files. This should make the viewport update and subsequent export quicker.