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It’s the design methodology and optimisation of the source engine. If you pick a source engine triple A game, it uses mainly BSP and meshes for decoration. If you take an unreal engine (3,4) triple A game, it uses mainly meshes.
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It is not “design methodology and optimization” of the engine. It means that THEY have , and UE4 doesn’t and that in their engine that can be used for the bulk of level modeling.
Iirc UE2 used to have something similar built in. I’m still not sure who decided switch away from it. Might be something similar to the idea of using occlusion culling that relies on previous rendering frame, which causes flickering.