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Tim Sweeney interview


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Tim Sweeney interview posted at Beyond3d

 

Intel17:

For the next Unreal Engine game, do you guys use a lot of BSP geometry, or is almost everything a high poly mesh, because lighting and shadowing effect them uniformly and quality cannot be discerned?

 

Tim Sweeney: By object count, the levels are about 25% BSP. By polygon count, they're around 1% BSP. Mainly, BSP is for high productivity in building the shells of levels, and for a small speedup indoors using cell/portal culling techniques.

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