I watched it with English translations
So basically it comes down to how much developers are willing to put in the extra work in their engines and assets.
He forgot to mention something very important, the abysmal CPUs of the Xbox One and PS4 kinda forced developers to prioritize rendering over physics after the PS3/Xbox 360.
Early PS4/Xbone games focused on physics like Assassins Creed Unity and framerates were terrible because the CPUs couldn't handle it.
Quote:Act 1
Stuff like the scyscraper in BF4 wasn't real time but scripted pre-rendered destruction
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Act 2
Red Faction / BF Bad Company / Control
Buildings and objects consist of pre-made destructable blocks that scatter on impact
Act 3
Rainbow Six
Procedural generated local destructability, as you hit something the engine calculates how it should break and scatter
Act 4
Voxels, allow for easier breakable objects but physics aren't as good for realistic games (elements in floating in air)
Act 5
Despite all these technologies being available it takes a long time to tweak and make it work.
It changes the game design because maps can change based on what is destroyed and how players can progress.
It has an impact on all the lighting and assets. In multiplayer is has to be synced between all players which is why BF2042 is so buggy
Act 6
The finals fixed most of the issues by doing all the calculations server side, leveling the playing field
Act 7
During the PS3 and early PS4 days destructability was used as a showcase to demonstrate console power (like hair rendering before it) but these days other things like Ray Tracing are more important. So unless a game with a lot of destructability sells really well (a new Battlefield for example) developers will put their efforts elsewhere.
So basically it comes down to how much developers are willing to put in the extra work in their engines and assets.
He forgot to mention something very important, the abysmal CPUs of the Xbox One and PS4 kinda forced developers to prioritize rendering over physics after the PS3/Xbox 360.
Early PS4/Xbone games focused on physics like Assassins Creed Unity and framerates were terrible because the CPUs couldn't handle it.
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