# BSP breaking down

**URL:** <https://forums.unrealengine.com/t/bsp-breaking-down/396783>\
**Category:** Rendering\
**Tags:** unreal-engine, bsp, Rendering, question\
**Created:** [June 29, 2017, 6:32pm UTC](https://forums.unrealengine.com/t/bsp-breaking-down/396783 "2017-06-29T18:32:33Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![redbox](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@redbox](https://forums.unrealengine.com/u/redbox)\
**Post date:** [June 30, 2017, 2:20am UTC](https://forums.unrealengine.com/t/bsp-breaking-down/396783/2 "2017-06-30T02:20:21Z")

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You shouldn’t use brushes for such complex geometry. Better to optimize it, use as semi-solid brushes, or even convert it to static meshes.

There is bsp tessellation view, Alt + 1 or Alt + 2, in which you can see actual bsp polygons geometry.

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[https://docs.unrealengine.com/udk/Three/UsingBspBrushes.html](https://docs.unrealengine.com/udk/Three/UsingBspBrushes.html)

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