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by chrisseaton
1802 days ago
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> Why do you think that? The server needs to at the very least trace a line for a shot. There is nothing difficult or slow about that. Before you say that it is done with a z-buffer or something similar, think about third person camera angles or how older games did the same thing. You might want to pull back on being so certain if you don't have experience with game engines or graphics. But... it is done with a z-buffer. If an opponent is obscured behind a nearby pillar or something, that's not going to be culled in software - that's done by the hardware z-buffer as part of the render process. You can see this for yourself if you look at a game being run with wireframe rendering. You'll see it's in the same render node so it's still rendered - it's just obscured by closer geometry. And it's how some cheats actually work - they basically turn the wireframe back on! 'Tracing a shot' is casting one single ray. For example read this article someone else linked https://technology.riotgames.com/news/demolishing-wallhacks-... and look at the last animation. |
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Also you are forgetting that you just said that line of sight was done in hardware and you didn't explain how that would work for a server testing if shots actually hit.
> You can see this for yourself if you look at a game being run with wireframe rendering. You'll see it's in the same render node so it's still rendered
What does this even mean? What is "it" here and what is a "render node" ? There are hierarchies of transforms and players are going to be separate from the environment. This doesn't actually mean anything.
> it's just obscured by closer geometry. And it's how some cheats actually work - they basically turn the wireframe back on!
Yes, you are restating the context of what people are talking about, not what is actually being talked about, which is the timing of when the server should send visibility information, which is what your link is actually about.
Your link is actually directly contradicts what you are saying since it uses both an expanded bounding box based motion extrapolation and precomputed visibility, neither of which has anything to do with a z-buffer.