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Server-Side Anti-Cheat: Fog of War and Occlusion Culling Vector Verification: Historical Paradigm Evolution and Next-Gen Architectural Projections

Головна › Forums › Aighina no Yogen: From the Legend of Balubalouk › Server-Side Anti-Cheat: Fog of War and Occlusion Culling Vector Verification: Historical Paradigm Evolution and Next-Gen Architectural Projections

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    User AvatarSam Perez
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    Forums are the best place to tap into real-world experience, so I’ll cut to the chase: how many of you have actually deployed server-authoritative visibility queries to suppress occluded rendering, and what was your latency budget for those client

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    #125089

    Great topic to kick off the thread. The historical paradigm here has basically been “server-authoritative gating” — the server owns the single source of truth for entity positions and only pushes fog-of-war-relevant data to each client. The flaw in older implementations was that they trusted the client’s reported occlusion state, which meant wallhacks could simply lie about what they “should” be seeing. The real

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