I'm trying to re-model 20 most popular maps into Unreal Engine 4.18.3 alongside with Quixel Megascans Studio - Mixer, Megascans Bridge, Maya ''18, Blender, Illustrator, Photoshop, Meshmixer + sometimes 3DS Max, SolidWorks and creating my own 360 photoscans for models (having 20TB of 3D objects for commercial use, materials, textures, photo scans, own photo scans, animations, and a lot more). Design is not a problem and is actually fun to do with blueprints of maps from dp2 and creating meshes in Maya. I created Propaint1 replica in just 2 days, and it's done on 40%. Performance issues, I used 8K textures and I have half map done (re-building pp1). With created menu in C++ or blueprint, you can set your textures quality, anti-aliasing, resolution and so on... However with 8K textures on in workmode, I have no problem to run it on 60 fps. When I launch game normally and set to full HD, I have 120 fps with bunch of softwares opened in background. If you create low poly meshes, smooth them out, adjust them and create nice looking UV textures, performance is not going to be a problem. I do not even have High-End PC, I have only 16GB RAM, which is full background processes and CPU as well... With menu items, setting up lower res or quality of objects, reflections, textures etc. etc. you can make your game jump into 300 fps which is more than enough for FP Shooting game. Blur effect can be turned off, there are blueprints/scripts, when you load a map, small like a paintball map, it will pre-render everything, no shattering, screen tearing, fps lags etc. I have no problem with fast moving projectiles in vision contact. I replicated every weapon from dp2, it's initial speed, maximum speed, velocity for x and y etc. added splat animations to projectiles, and it looks/feels as good as in dp2. Movement was replicated by some guy for quake2, there are even some blueprints you can adjust that with them. I believe I even saw multiple videos of replications quake 2 physics, especially gravity, jumps, interaction with ramps(objects) in higher speed, circle jumps and so on. I believe dp2 isn't that much different in physics than quake2, so it should be replicable (adjustable) from that blueprint into ue4. I already played with basic settings of jumps and gaining movement speed with W A SPACE or W D SPACE combinations etc., it's actually not that hard. I'm not good at this and I achieved half of movement physics just by simple settings and coding adjustments (I'm not good at coding).
Nowadays you can create photorealistic 3D scans with just one software and good camera. When you edit that object in Maya/3DS, reduce it and play around with it, you can get incredibly well looking object with performance impact such as couple minecraft blocks
- Output log doesn't show any errors after launch and exit and it shows that game automatically adjust textures, based on your resolution - 2048x2048 at my test ride. There is bunch of work on with this pp1 rework map, such as real grass, wind, skylight, lights adjustments, objects, red/blue marks etc. but it's pretty easy to achieve in 2018.
Preview below in just 1600x900.