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Server-Side Anti-Cheat: Fog of War and Occlusion Culling Vector Verification: Competitive Benchmark Analysis and 硬件 Interactions

首页 › 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 硬件 Interactions

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    User AvatarEmma Torres
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    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?

    更多 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"
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