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Any example of this from a YouTube video?
You can see the effect it would have already if you go full build and blow everything up mode in a server running the shooting range.
^This guy gets it. Probably the most efficient way an engine could handle it would be via asset streaming of sorts.
There is a reason why they use voxels of this size. using something like this in a game like eg RB6 they would have to calculate every particle. the performance would be as bad as it can get with todays hardware.
impressive nonetheles
They said they wouldn't be adding destruction but this could change that?
The biggest thing with destruction is replication, it has to be replicated across 80 clients(Soon to be 100) which isn't an easy task if you haven't implemented destruction into your game at the beginning and have built your game around it.
Destruction takes a large chunk of bandwidth server side, you have to build your game around it, because if you add it in late, you're playing a juggling act with allocating things server side to maintain level server performance. If you already have server heavy features and just throw in a destruction system, you're going to have big issues.
Another thing is JIP(Join in progress) players, who will have to have everything destroyed loaded when the join the map, and thats another issue of replication on a large scale.
OWI has mentioned minor destruction could be a thing post 1.0 full release when all major and planned systems/features are added, when they 100% know how much room they have left serverside to something like that.