I think I might have an idea on why FPSC slows down from extensive detailing and large levels. It actually came to me when I was working with Doom Builder 2, and the solution seem extremely simple. Most game engines build levels from the inside without rendering the outside. If you were to create a level in UnrealED using subtractive brushes, only the inside of the level is rendered outward. A simpler example would be Doom's engine. Levels are made of sectors (another great thing!), which are essentially voids in space, cut out when they are created. They only render things inside them, giving the impression of a room or even outside, through sector sky rendering, rather than a skybox. However, if you were to walk out of the sector, there is nothing rendered on the outer side, thus keeping a stable performance. FPSC is too slow, even on modern systems. This is due to the extra, unnecessary mesh creation being added from segments. Only the inside of a room should be rendered. Having solid, fully textured walls, both inside and out, is most likely the cause of FPSC poor performance when dealing with extensive detailing and design.
Hello one and all...