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Re:Why video game doors are so hard to get right [video] by omegalulw on Monday September 06, 2021 @04:10PM (#28437514)
How is network relevancy calculated? For example, if I'm AWPing the A-site door on Cache from mid, presumably, figuring out that the animation is relevant for me id non trivial.
Re:Why video game doors are so hard to get right [video] by zeta0134 on Monday September 06, 2021 @04:15PM (#28437566)
In many games I would expect this to be the same as the clientside render distance for the door object, which isn't especially expensive to compute. The server has at least a rough approximation of this distance at all times, affected by lag.
Re:Why video game doors are so hard to get right [video] by Out_of_Characte on Monday September 06, 2021 @05:28PM (#28438311)
For CS:GO, they do exactly this with player characters, to prevent simple wall hacks. Though near corners the models are always visible as the player could peek faster than the network can respond.
Re:Why video game doors are so hard to get right [video] by MichaelEstes on Monday September 06, 2021 @04:29PM (#28437709)
I'd imagine most first person games use their occlusion culling as their base for network visibility, but I could be wrong.