Squad
bl1tz Sep 4, 2019 @ 1:45pm
"advanced destruction physics"
Last edited by bl1tz; Sep 16, 2019 @ 9:46am
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Showing 1-12 of 12 comments
Maki Nishikino Sep 4, 2019 @ 2:16pm 
Performance concerns.
Last edited by Maki Nishikino; Sep 4, 2019 @ 2:20pm
Maki Nishikino Sep 4, 2019 @ 2:32pm 
Originally posted by अस्त्रASTRA:
Originally posted by Maki Nishikino:
Performance concerns.

understandable, but maybe the destruction wouldnt even need debris necessarily or they could be done as sprites as is now.

Any example of this from a YouTube video?
Sea Base Sep 4, 2019 @ 2:32pm 
Originally posted by अस्त्रASTRA:
Originally posted by Maki Nishikino:
Performance concerns.

understandable, but maybe the destruction wouldnt even need debris necessarily or they could be done as sprites as is now.
Still a change of state that needs to be sent to every player.

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.
OVKHuman Sep 4, 2019 @ 4:21pm 
Originally posted by अस्त्रASTRA:
Originally posted by Maki Nishikino:
Performance concerns.

understandable, but maybe the destruction wouldnt even need debris necessarily or they could be done as sprites as is now.
Im pretty sure the performance problem comes from first adding all the physics to a crap load of objects then simulating that all on every person on the server. Squad is a quite a large game with a lot of people in big maps... people don't seem to realize that
Last edited by OVKHuman; Sep 4, 2019 @ 4:22pm
Originally posted by अस्त्रASTRA:
actually squad does not need a destruction system, where almost everything should be destructible on demand, but rather a system that can change predefined states of cover. you could use each different models of objects that change depending on material of makeup or projectile, which are being loaded after on hit into the map and replace the existing ones. cover could be destructed via several stages up to a point where it becomes indestructible, leaving important strategical or tactical positions intact to rest and useable. so for example if a tank hits a wall 3 times, it will have 3 stages on which the wall model becomes all the more visibly destructed providing worse or different cover than before, but never disappering completely and remain as ruins. change and progression of key elements of the map will allow for more realistic and more complex gameplay. and maybe the vehicle damage system is already very similar to this and something can be made out of it for buildings and other infrastructure.

^This guy gets it. Probably the most efficient way an engine could handle it would be via asset streaming of sorts.
AZZRT Sep 5, 2019 @ 9:05am 
this kind of detailed destruction is impossible to achieve for any kind of shooter or game in general that is not voxel based.
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
76561197988918266 (Banned) Sep 6, 2019 @ 11:19am 
As if the game doesn't already suck at cpu optimization.
ccc Sep 7, 2019 @ 7:47am 
Originally posted by अस्त्रASTRA:
just any kind of destruction would do fit

https://www.youtube.com/watch?v=fnuWG2I2QCY

They said they wouldn't be adding destruction but this could change that?
76561197988918266 (Banned) Sep 16, 2019 @ 3:19pm 
Originally posted by अस्त्रASTRA:
Originally posted by BOKU Haram:
As if the game doesn't already suck at cpu optimization.

a system of "degradable cover" as described, would not have any performance impact (and is already built into the unreal engine).

https://www.unrealengine.com/en-US/blog/unreal-engine-4-23-released

https://www.shadertoy.com/view/3lsSzf

https://www.shadertoy.com/view/Ms2SD1
Do tell me how syncronizing all of those debris(or even just large chunks) have no performance impact.
Dubs Sep 17, 2019 @ 2:59am 
Originally posted by अस्त्रASTRA:
Originally posted by BOKU Haram:
As if the game doesn't already suck at cpu optimization.

a system of "degradable cover" as described, would not have any performance impact (and is already built into the unreal engine).

https://www.unrealengine.com/en-US/blog/unreal-engine-4-23-released

https://www.shadertoy.com/view/3lsSzf

https://www.shadertoy.com/view/Ms2SD1
Anything involving destruction and the particle/debris effects has performance hit to the client. Especially if a lot is going on.

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.
Last edited by Dubs; Sep 17, 2019 @ 7:49am
Rose Sep 17, 2019 @ 6:56am 
^^Al Basarah would kill the server and PCs lol. I don't think it'll come to Squad on that kind of level
76561197988918266 (Banned) Sep 17, 2019 @ 3:51pm 
Originally posted by Dubs:
Originally posted by अस्त्रASTRA:

a system of "degradable cover" as described, would not have any performance impact (and is already built into the unreal engine).

https://www.unrealengine.com/en-US/blog/unreal-engine-4-23-released

https://www.shadertoy.com/view/3lsSzf

https://www.shadertoy.com/view/Ms2SD1
Anything involving destruction and the particle/debris effects has performance hit to the client. Especially if a lot is going on.

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.
Right, so he's full of sh*t.
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Date Posted: Sep 4, 2019 @ 1:45pm
Posts: 12