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You do as much of that offline as possible. The "split them into micropolygons" happens at editor time, along with a search tree that makes it really easy to find them.

It's still very demanding! But the goal is that you bake as much of it that you can.



I suppose it depends on what you define "editor time" to be. Importing an asset into a scene live appears to be pretty seamless, at least in comparison to preprocessing stages of yore.




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