I’m working with a large map and progressively turning sections of BSP into static meshes to lower the processing power needed to render the geometry. Of course, converting BSP to static meshes removes their collision, so I make a blocking volume duplicate of the BSP before the conversion.
My editor is still running sluggish, and I wonder if I should remove the complex blocking volumes and put something more simple and basic. What do you think?
Regarding blocking volumes, because materials do not need to be rendered nor light calculated (including reflections in addition to the general light build etc) they are much less taxing on your system than BSPs themselves. I would, however, suggest replacing your more complex blocking volumes with simpler collision meshes as a good game building practice in general.