This is another one of those that I always wanted since the game came out, this one seems made for PhysX; and infact it shows :D
Performance is amazing already with the mod, but I gotta admit I hoped for performance to be better 'easier', instead it's turning out to be a pretty complex one, especially because of the destruction algorithms and the way the game carves voxels. Game turns very smooth compared to base game when piles are stable and/or not moving too much, but while carving especially with modded guns it does still lag too much for my taste. And I (and the AI :p) have ideas to fix it :D
My intention is to turn all of that into a multithreaded feature so that while you carve a hole or shoot a wall or use a modded gun, the game doesn't lag itself, only the voxels will be slightly delayed.
Just like with the Red Faction Guerrilla Re-Mars-tered patch, I've made the AI implement an automatic recording system that records my inputs and redoes them in real time during a live test so I'm hands off and the AI can pretty much test by itself mostly. Sometimes it asks for me to retake the wheel when it needs me to record a new test but that's it.
Mod is still in early release which means that there are a few known issues still:
shadows are weird in big piles, seems like they don't match where the actual meshes are
while picking up objects and throwing them, sometimes (almost always) they freeze in mid air
And probably more; if you're interested, go into this expecting bugs and crashes. And multiplayer doesn't work (still) :(
If you want to enable the object carver, it's in the INI under '[Tool] -> Enabled', set it to 1 (Enabled=1), hold middle mouse click to activate it (can be changed) :)
An important thing that this mod does too is remove the cleanup of small debris and enables collision between small debris; the base game doesn't do that (probably because it would be too taxing on the CPU), so you get properly cool looking and big round piles :).
Btw maps in the videos are Volkograd town winter and de_vertigo.
Teardown PhysX IntegrationView fix → See ya.



