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.
- Greedy Meshing — merges adjacent voxels after breaks
- Object Cache — recycles debris parts
- Fix Lag — player-side mitigations
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