| You are conflating needing information about player position with visibility of individual polygons. 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. |
Can you see how the red outline of the opponent appears while they're obscured behind the pillar?
When that red outline appears it's showing that the opponent is now being rendered, and that the z-buffer is being used to obscure them from behind the pillar.
This discussion is about how to make the red outline not appear until the opponent is actually visible.
The article goes into lots of ways to make the red outline appear later, but it still appears before the opponent is actually visible on screen.
That's the issue that people want to solve.
Consider an example of an opponent with just one pixel of their gun visible around a corner. How do you send that information to the client without telling them there's an opponent there, so that the user has to actually see the pixel? You'd have to just send that one pixel, right? Now we're talking about rendering server-side!