• renegadespork@lemmy.jelliefrontier.net
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    18 hours ago

    But the server is the authority on player location. It can tell if a player is visible to another because it knows their locations (as well as any obfuscations) at any given instant. It doesn’t need to know what they’re going to do next until it gets that next input from the client.

    Obviously calculating this requires more work on the server’s part, but in smaller competitive matches this is totally doable. We’re talking basic wireframe vectors.

    EDIT: Yall are really starting to convince me to make a proof of concept for this, because I’m convinced it can be done.

    • ulterno@programming.dev
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      19 hours ago

      You seem to not be taking into consideration:

      • lag
      • extra information required for graphics stuff, like shadows

      The reason your client computer needs to know the opponent’s location when they are still 1m on the other side of the wall, is because, within the next 100ms, you might make a jump+move action which lets you see their shadow or the tip of their weapon.

      The shadows and reflections need to be calculated on your system or the server would be doing too much work and if you find the opponent pop up where they clearly were not, 50ms ago (because the server just told you now), you won’t be particularly happy either (I know I won’t).

    • 9point6@lemmy.world
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      20 hours ago

      Right, but as I mentioned unless you have an actual infinite number of variations of every player model (impossible, you can’t store infinite variations in fixed storage), you’re going to need the full player model in GPU memory and something client side will need to do the chopping with knowledge of the players origin coordinates, it’s impossible to determine the shape of and position the chopped shape without sending that information to the client. Streaming graphics data from a server into even a top of the line GPU would be a prohibitive hit to game performance when milliseconds matter.

      It’s not processing power that’s the problem, it’s the speed of light

      • renegadespork@lemmy.jelliefrontier.net
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        18 hours ago

        I think you’re overthinking it. You don’t need to render every skin. You just need a box that’s the maximum bounds for that player model. Again, we’re talking really low poly wireframes.

        These bounds are standardized across every client, so the server already knows this information.

        Games already do this with hurt boxes.

        • 9point6@lemmy.world
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          18 hours ago

          Ah that’s even more straightforward then

          So, especially with a standard box, the client would receive the coordinates of obscured player models for the centre of that box.

          If 99% of a player is obscured, a player with a wall hack would get information a non-cheating player would not, with basically no processing or mapping needed to turn that into useful information.

          Edit: FWIW I’ve had this exact conversation but where I was in your shoes talking to people who work in this industry, if it could be done it would be done