This is a demo we did with APEX destruction for the Tegra K1 launch at CES.
We have a full HDR stack, temporal AA, compute particles and debris, volumetric meteor trails, lens effects and everything running at 30fps on a K1 includinge a CPU/GPU hybrid compute system for GI. It asynchronously updates a voxel based representation of the structure as it's destroyed to create correct lighting.
It was tough to optimize and I even ended up having to write a incremental re-meshing system to weld the non-fractured stuff to get our draw calls down, but I'm really proud of the result since a lot of stuff came together!