Early Access

Voxel Destruction 2 — Voxel Relativity

Content subject to update as VOXEL DESTRUCT 2 develops.

What Relativity Means

In VoxelDestruct 2.1, relativity optionally scales voxel and debris size based on the region or hitbox being destroyed. A massive wall hit with microscopic voxels can spawn thousands of parts even after greedy meshing — relativity enlarges voxels proportionally so detail matches scale.

Developers pass voxelSize as 0 with useRelativity enabled in the Settings module so sizes derive from hitbox dimensions automatically. VD2 players never touch these flags, but the concept explains why some strikes feel chunkier on huge structures while fine tools stay precise on small targets.

Why It Matters for Performance

Community DevForum guidance is blunt: huge hitboxes plus tiny voxelSize equals lag. Relativity is the standard mitigation alongside greedy meshing and object cache — the same triad VD2 marketing emphasizes for early access.

Special Cases

When distance is nil and voxelSize is nil, VoxelDestruct returns the full intersection without debris — useful for clean planar cuts. When only voxelSize is nil, hitboxRelative settings take over. VD2 may implement analogous shortcuts internally during engine optimization passes.

Player Takeaways

You cannot tune relativity in VD2 UI today. Instead, choose tool intensity appropriate to structure size — spamming max-radius area tools on skyscrapers fights the engine's scaling logic and tanks FPS.

<a href="/guides/how-to-protect-performance/">Protect Performance</a> — intensity habits

Related Guides

Frequently Asked Questions

Is relativity unique to VoxelDestruct?
The named setting is module-specific, but scaled voxel detail is a common Roblox optimization pattern.
Does VD2 document relativity publicly?
Not as a player toggle. It appears in ecosystem modules VD2 engineers likely study.
Will smaller voxels always look better?
Only if your hardware and server can afford the part count. Relativity exists because finer is not always better.
How does relativity interact with SDF collisions?
SDF picks contact points; relativity decides how those contacts convert into voxel removals at scale.