Thanks for the explanation! Now I understand it.
Its very unfortunate that you have set the limit to 2000. I’ve tried the console commands from the link you posted but they don’t seem to change anything…
My game is a RTS where each player has a castle, a castle out of stone. And of course it looks awesome to destroy the castle, but I would need a lot of fractures.
Is there anything I can do so that a slightly hit DM with 500 fractures does not turn into 500 fractures? This really wastes a lot of fractures… I know someone in the forums made a new destructible mesh editor which enables to use much more support depths or something like this, would this help me?
You said you have hardcoded the limit of 2000 because destructibles are handled by the CPU. If I open my Task Manager while the game runs I don’t see any difference between doing nothing or destroying destructibles, so it does not seem to be a big problem. My CPU is quite old (AMD Phenom II) and I think it could handle a lot more fractures.
Stat unit says my game needs 9ms cpu time while doing nothing and 10ms cpu time while having 4 slightly hit DM with 2000 fractures. So I think I could safely have something like 50.000 fractures for high Graphic settings.
If it’s hard coded this means I can go into the source, change it and compile the source myself. Could you tell me where (in which source file) I would have to change the number?