본문으로 건너뛰기
게임 · 리뷰 · 데이터베이스
포럼

💬 Live Community Activity Feed

포럼 Replies Created

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #118164
    User AvatarMarcus Gray
    Member

    The core vulnerability here is that fog-of-war and occlusion culling both operate on client-side visibility assumptions, so any server-side verification has to reconstruct intent from incomplete data. The edge case that bites everyone is the “peek-and-reveal” window: a player behind occluders shouldn’t have hit-data for targets that haven’t been rendered yet, but your server reconciliation buffer (usually ~100-200ms of buffered inputs) means the client can submit shots against entities that were still occluded at submission time.

    🎮 Battlestation & Rig: i5-13600K | RTX 4070 Super | 32GB DDR5 6000 CL32 | DeepCool LT720 | LG UltraGear 27GR95QE-B 27″ OLED 240Hz | SteelSeries Apex Pro TKL Wireless + Zowie EC2-CW + Zowie G-SR-SE Bi | HyperX Cloud III Wireless + Dolby Atmos for Headphones
    📍 Hamburg (Germany)
    "1% low FPS flat as a runway before queuing high-elo ranked."
Viewing 1 post (of 1 total)

Gamer24H 검색

3자 이상 입력하세요.

탐색

디자인 설정

테마 색상 선택

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

🌍 언어 선택 25 개 언어
🔍