Question, why can users see through walls locally, seems like there should be some sort of occlusion? I guess it's too slow to calculate and causes too much server-side processing?
> I guess it's too slow to calculate and causes too much server-side processing?
Bingo, game servers need to be as lightweight as possible because whatever calculations they have to run need to run per player per tick. Detailed occlusion calculations would be impractical, so at best it's very rough. And of course you don't want a situation where an opposing player isn't even seen until they've already shot you, so it needs to err on the side of visibility.
Every latency-sensitive online game has to make a bunch of tradeoffs between performance and security, and performance is generally more important.
Bingo, game servers need to be as lightweight as possible because whatever calculations they have to run need to run per player per tick. Detailed occlusion calculations would be impractical, so at best it's very rough. And of course you don't want a situation where an opposing player isn't even seen until they've already shot you, so it needs to err on the side of visibility.
Every latency-sensitive online game has to make a bunch of tradeoffs between performance and security, and performance is generally more important.