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This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially around corners), and a few other more technical problems[2]. It's good enough for public servers, but not tenable in serious competition. Cheating has always been a problem in FPSs, and it likely won't go away. That's why premier competitions have always been on LAN. [1] https://www.pcgamer.com/introducing-gameref-the-anti-cheat-h... [2] Hard to fully obfuscate audio sources, hard to obfuscate hitboxes since you still need them for collision checking (e.g. if a grenade bounces off an enemy player behind a wall—the server does not do all physics for all clients), and this is on top of the engine itself sometimes requiring actual entities, so you're stuck with these dummy entities in memory, and so on. |
This stuff i way harder than people imagine. I think League eventually got it somewhat figured out, but it took a couple of years from what i recall.