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#ActualOandO

Posted 18 October 2013 - 10:34 AM

Rendering for occlusion tests is possibly overkill (and you might have to do it software-only if the servers don't have GPUs) but you could do coarse frustum culling by having the clients stream their camera position and orientation to the server, and checking for moving objects in the frustum.

 

Not overkill, but a terrible idea in general. Players outside of your field of view can still affect you, for instance you need to be able to collide with a player standing behind you if you step backwards, and even ignoring direct interaction with players outside your FoV, you don't want to have to wait the round trip time to get updates about other people every time your view changes slightly.


#1OandO

Posted 18 October 2013 - 10:34 AM

Rendering for occlusion tests is possibly overkill (and you might have to do it software-only if the servers don't have GPUs) but you could do coarse frustum culling by having the clients stream their camera position and orientation to the server, and checking for moving objects in the frustum.

 

Not overkill, but a terrible idea in general. Players outside of your field of view can still affect you, for instance you need to be able to collide with a player standing behind you if you step backwards, and even ignoring direct interaction with players outside your FoV, you don't want to have to wait the round trip time to get updates about other people every me your view changes slightly.


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