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

[=;442556]
I’m guessing you haven’t either because the vast majority of top selling games use very little to no BSP and have a focus on high quality graphics. Lighting and rendering aren’t the only thing that makes something look good, the environments in Battlefront are organic and complex, something that would be difficult if not impossible to do with BSP. If you think level design isn’t good any more, then that’s your. Games are making more than they did before so trends don’t support your views.
[/]

You do realize the biggest selling FPS of last year, Black Ops 3, is still made with a **** load of brushes right? Its more brush than it is models. Go check out videos for the alpha mod tools just released, I’ll wait.

My biggest complaint about Epic’s geometry tools is the builder brush, I don’t want to have to find the builder brush, scale it up, type in sizes, drag verts, etc and then “make” something. Its super slow. At my last (we used UE3) I worked in Maya for blockouts because the BSP is so lacking and I still didn’t like it despite knowing that program very well. When you’re making geometry within the editor you have so much more context of the level, where the spawn is, lighting and shadows, quicker iterations, quicker testing (PIE), scale is easier to understand, etc.

You keep bringing up performance, but there are many games being made with UE4 that aren’t pushing the processing power of the platforms they run on and nor will they. Not every team is out there trying to break the next graphics barrier, where losing half a millisecond when using BSP if of any great concern. I don’t think Epic would actively rebuff simpler games or limit its accessibility because you want to spend less time learning Unreal and more time learning Maya. That seems completely backwards to me.

As others have said before, even if you can argue that there aren’t dozens or hundreds of teams that would prefer the simplicity of BSP for their small mobile game (or their retro shooter, etc), the crux of the matter is that it still takes too long to blockout and iterate in Unreal.