Controls breakable geometry, debris and destruction simulation.
FPS
High
Visual
High
VRAM
Medium
CPU
Very high
Latency
None
What it does
Controls breakable geometry, debris and destruction simulation. Large destruction events can load CPU, GPU and memory at the same time.
Games may also call it: Destruction Detail, Destructible Objects, Destruction Effects
Decision guide
Lower it when
Lower it when busy scenes hurt 1% lows, CPU frame time is high, or the GPU is not fully used.
Keep it high when
Keep it high when the visual difference is obvious and the target frame time already has enough headroom.
Handheld advice
On handhelds, test this in the busiest area rather than an empty scene; CPU-heavy options often show up in 1% lows before average FPS.
Restart
Usually not required
Some games still apply changes only after reloading a scene or restarting.
Do not overread the meter
Large destruction events can load CPU, GPU and memory at the same time. This score is an editorial cross-game estimate, not a measured result for every engine.