Texturing workflow for environment assets

if i read it right then his question is whether it is ok to use large texture maps
with individual sculpted/baked normals and diffusemaps or if the engine ressources
quickly demand you to make use of tileable textures instead.

my opinion without knowing ue4-limits:

make use of tileable textures wherever you can as long the detail doesnt get
too low too much.

as a matter of fact i find it really hard to find documented information on the engines
capabilities, like:

ps4 / xbox one / pc

  • max. recommended polycount
  • max. recommended drawcalls
  • performance decrease by texture sizes
    etc.