Decimate Modifier performace and interactive preview
From my understanding, blender currently iterates the entire mesh searching for the edge that will introduce the least error when collapsed and then re-evaluates the best edge again and repeats it until the desired reduction is achieved.
Other methods seem to assign a importance value to each vertex/edge once and then re-use this for the decimation, rather than re-evaluating everything based on the previous iteration.
3DS max seems to use such an approach where there is a lengthy pre-computation but the actual decimation is capable of running interactively. youtu.be/hEHm5T-_l-Y
Papers exist for parallel approaches which also seem to favor pre-computation of edge importance e.g.: researchgate.net/publication/3911865_Parallel_triangular_mesh_decimation_without_sorting
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