I took this lookup table and started including it with the server assets and the client package. Instead of doing a ray trace between a camera and an actor, I just did a table lookup to see if the camera’s voxel could see the target actor’s voxel.
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With these skins in hand, players discovered that by using the inspect weapon animation, the visual effects on the weapon highlighted outlines of enemy players through walls, provided the player was close enough to the wall.
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Multiple members of the cosmetics team have taken to X to confirm the issues and reveal that they are working on a patch. This is apparently a new issue, but the fact it has also been found on older skins is somewhat worrying.
Edit: thanks for providing a Legit-list for every Major coming games every time Xenos you are the man
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Before implementing the occlusion culling solution, our server performance was awful, Frame times were doubled, which basically sent us from 128 tick back to 64 tick. In a 10 player game, we were calculating relevancy more than 350 times every frame, and each one of those included the relatively costly original 10 raycast line-of-sight checks. The new PVS-based checks dramatically improved performance and I gained even more through a few other optimizations.
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It would cause completely inaccurate results in situations where a door, ledge, or here corner obscured the midpoint of the actor - and a massive pop in effect birli an enemy peeked a corner. In other words, this would be a new extreme form of peeker’s advantage.
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