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Dont complain too much, running a Threadripper 3970X with 32 cores / 64 threads, is an even worse return of investment. 😛
It is also laughable that the nastran solver is castrated to single thread for simulations.
Rendering is insanely fast however 😄
On a serious note, i dont think this is entirely Autodesks fault. There are some things that are not easily parallelized.
From the image you show, it looks like you are modeling it wrong. Sketch only one or two (or a few) elements and make a pattern from the resulting bodies or whatever you want to do.
I used this method to create a mesh pattern. I started with one polygon, then created the pattern to (try) and fill the object I wanted at the density I desired.
This is something a slicer can do in less than a second for most 3 dimensional objects.
It really shouldn't matter because they are rendering dimensional shapes in space and moving them relative to each other/the origin, that math is not that complex and can be run on multiple threads, or offloaded the gpu. Almost every other software can do this. Open source blender is much better at such things...... yes, open source utilizes your hardware better than these guys that ask for licensing fees.
More to the point, is that multi-core systems have been in the pipeline since the year 2000... they have had literally twenty years to develop multi-threaded capable software.
In the photo here, Blender didn't even so much as sneeze or sniffle, let alone stop responding for upwards of 10 minutes for one minuscule move. I'd say that is a serious issue that I would consider the software bugged. Especially if you were designing something like a computer case, or anything else that requires a grill for airflow.
edit: if you are dissatisfied with your Threadripper, I'll gladly take it off your hands. ;-D
You fundamentally forget about the difference between fusion and blender. In Fusion, when you draw a sketch, it is not just "drawing" but is is also constrained. Meaning there is a lot of math going on that tries to keep the constraints satisfied. There is a solver evolved that is quite sophisticated. Even if you have not many constraints, your solver is strained by that many elements in a sketch alone, even if it doesnt do anything, it is computer work to determine that it does not need to do anything.
You cannot come from Blender and expect the same behavior in Fusion. Your design methodology has to change with the tool and its capabilities. What you do can be achieved in Fusion, just do it differently. Sketch a single cell, make a pattern, combine the bodies. Trust me, the sketch wont be the bottle neck if you have it only represent one element.