(VIDEO) UE4's Geometry Mode is inadequate when compared with that of Quake 1

[=;198083]
is patently false, BSP’s usefulness is enormous provided there are decent tools to work with it. Today in Unreal it’s mostly used for blockouts, because Unreal has never had good BSP tools (even when it was more prominent in Unreal level design).

The performance difference is irrelevant to discussion because it’s a symptom of Unreal’s deliberate lack of emphasis on it and solvable if Epic decide to solve it (and BSP does have UVs and lightmaps, but whatevs).

It’s no more a dated method of creating a level than any other; these methods have just about been around for as long as each other.
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Look, I’m not going to sit here and get into a back and forth over what method works the best for you, but I will say Epic made a design choice based on getting the best performance possible from meshes, and decided on Static Meshes. BSP’s have way too many limitations, and the performance issues are real, even if it was optimized, static meshes will always be faster because BSP’s are in an editable state. There is no getting around that fact, being editable adds significant overhead.

There are plugins coming to the marketplace soon (such as pro-builder) and Epic is working on Geometry 2.0 for a future release if you feel the need to work way. But they will not replace static meshes.