• 9point6@lemmy.world
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    14 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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      12 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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        12 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