In R6S, it is mostly plywood and drywall that is destructible, and chunky metal and logs (like the bases of 3.X) are completely indestructible, regardless of sledgehammers, .50 cal rifles, and C4. It’s not that R6:S has over the top destruction mechanics, it’s that the play space mostly focuses on the highly destructible interior walls of buildings. I’ll grant that pixel peek bullet holes are obnoxious (although if you applied Nelson’s 3D bullet decals onto Ubisoft’s thin sheets of drywall, you’d still get a hole all the way through.) But the actual destruction mechanics of unsupported walls or sections of walls collapsing, clustered bullet holes (especially large caliber bullets) creating an “impulse” hole, and barricades falling apart once enough pieces have been broken all seem pretty reasonable especially since they’re not the cause of any performance issues in that game (as destruction mechanics are wont to do)