Certainly not a silver bullet but it seems like it could be a huge time saver in certain scenarious
But they are moving into 3D, such as using drone photogrammetry to map cities at once: https://pro.arcgis.com/en/pro-app/2.8/help/mapping/layer-pro...
Sometimes those 3D layers are built from simple extruded polygons, other times they are more detailed meshes. But AFAIK even the most complex don't typically approach CAD complexity. More like the 3D buildings you see in Google Street View or the old Microsoft Flight Simulator.
Any GPU capable of running an Unreal Engine game should be able to handle that sort of stuff.
But it's really cool to see them going this way. It's always been a dream to play a AAA game in a real-world city (kinda like Watch Dogs or GTA) but where you can import any city you want.
You can already kinda do this with terrain with Cesium for Unreal (https://cesium.com/platform/cesium-for-unreal/) or for other games like Cities Skylines (https://en.number13.de/cities-skylines-how-to-import-heightm...), but I think those typically are limited to basic heightmaps.
Being able to translate not just buildings, but hydrology, vegetation, population density, etc. all from public GIS data, and simulate a whole game from them...? That'd be really awesome.
We're finally at a place where that convergence is happening. As someone who grew up a gamer, went into the natural sciences, then web dev, it used to be hard to find overlaps in these fields. Then gradually the professionals in each started realizing their shared need for geospatial data, QGIS really took off, Leaflet and Openlayers got really good, WebGL matured... Anyway blah blah blah it's a perfect storm of many technologies finally getting cheap and easy enough to use.
I can't wait to see what people make.
I can't help but to wonder why more engines, like Unity don't implement this, since it seems like a game changer in some specific scenarios. Unreal's Nanite, for example, generated a lot of attention for this exact reason (being more advanced than Godot's offering, but covering at least a few similar use cases).
Of course, ideally you'd take the models that you need and feed them through some retopo solution to generate slightly lower poly meshes (if you don't actually want to show all of the details for the screws etc.), even a Blender modifier might be useful here, even though it might give worse results than doing things by hand: https://docs.blender.org/manual/en/latest/modeling/modifiers...
But in lieu of that, LODs might just make the runtime performance passable, though the settings you'd need would be pretty niche - only showing the highest level of detail inches away from the model, or something like that. It doesn't really solve editor performance per se, though.
(Btw, I’m amazed that invisible details effect rendering, even our university toy renderer had a pass on visibility.)
The core problem of CAD importing in my experience is that CAD content is not at all designed for or suitable for direct game engine importing. It requires a ton of cleaning to be optimized.
It's one thing to bring in some terrain and an appropriate overlay of imagery, but another thing to try and import actual CAD content.
As an example, I had the CAD files for a large industrial printing press at work, and thought about importing them into Valve's latest engine for VR. But the CAD files were TOO detailed. I mean literally the threads on each screw were modeled, and even the interior of the lock on a cabinet that was part of the machine. Every single component on circuit boards was modeled. It brought Hammer and the game engine to its knees with all the detail.
Another issue with CAD is that not only can things be incredibly overly complex, but the model can include details that the end user simply has no need to visualize, and hence no need for the engine to try and render. Like the interior of that generic key hole latch on the cabinet. You don't need to model the interior of a pipe let alone some complex interior valve unless there is a reason to actually see that detail. 99% of the time a cylinder will do just fine.
Then there is kinematics and animation. Want doors to open and close? Objects that are moveable by humans to be physics objects? You have to do all that yourself. Why would you do that? Well because that's part of an immersive environment that creates a truly engaging and informative experience for the design you are working with.
In the end it was easier to draw on my past experience as a level designer. I selectively imported some details that would be difficult to reproduce, then hand built other components out of simple shapes and apply textures that showed the necessary detail without actually modeling it in detail. And if I did need detail, I could remodel a specific part at a higher level of detail and take advantage of built in level of detail management for models to keep the engine happy.
Summary: nice idea, been talked about for ages, not really that easy if you actually want to build good interactive content in a game engine.