Working with modular assets mean using lots of smaller pieces to create a whole which easily could choke down the performance in many cases if the level is huge and performance-wise, I am wondering which way I should take for a more efficient work-flow for level creation.
Is it wise to create levels entirely in a 3D application like Max and import them as FBX or building all the level inside of Unreal engine? Of course both have pros and cones but I really wonder which route is more performance efficient.
I assume Unreal engine uses instancing when duplication objects -I don’t know if it is the case- and if it does, it means instancing gives much more performance than a simple importing whole level from outside 3d apps.
I really appreciate if anyone can shed some lights on this question.