コンテンツへスキップ
ゲーム · レビュー · データベース
フォーラム

Server-Side Anti-Cheat: Fog of War and Occlusion Culling Vector Verification: Competitive Benchmark Analysis and ハードウェア Interactions

ホーム › Forums › Aighina no Yogen: From the Legend of Balubalouk › Server-Side Anti-Cheat: Fog of War and Occlusion Culling Vector Verification: Competitive Benchmark Analysis and ハードウェア Interactions

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #121127
    User AvatarEmma Torres
    Member

    So I’ve been running controlled frametime benchmarks across a few server-authoritative anti-cheat builds, and the occlusion culling behavior is where things get murky. When the client’s visibility queries get gated server-side, I’m seeing 12-15% frametime spikes in busy teamfight scenarios on my RX 7900 XTX, but the same scenes on the RTX 4080 stay rock-solid at under 4ms variance. Is anyone else reproducing this GPU vendor gap, or is it more about driver-level culling pipelines than raw compute? And how are you all isolating anti-cheat overhead from background telemetry when measuring?

    もっと見る importantly, from a competitive integrity standpoint: are you trusting fog-of-war suppression that runs purely client-rendered, or have you migrated to fully server-authoritative visibility checks? I’ve noticed a flicker window right at occlusion boundaries that feels exploitable for peek advantage. What’s your threshold for acceptable render latency when the anti-cheat is actively hiding geometry, and do you see input lag compounding when you force higher tick-rate polling to compensate?

    Battlestation:
    "• Processor: Ryzen 9 7950X3D"
    "• Graphics: RX 7900 XTX"
    "• Memory: 64GB DDR5 6000MHz"
Viewing 1 post (of 1 total)
  • You must be logged in to reply to this topic.

Gamer24H 内を検索

3文字以上入力してください。

探索

外観

カラーテーマを選択

自動 mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 言語を選択 25 言語
🔍