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esp-analysis's Issues

Curious about ping delay/baked simulation/impact

Saw this and figured I'd make an issue discussing it.

To some extent I believe Valve tries to do something similar in CS:GO at least historically (maybe CS2 also)

But I figure to some extent they might be "baking occlusion areas" too big for accuracy, such as the image where players are near but behind the door?

Part of the issue/reason they seem to be doing it poorly, might be more visible in unity if you try with various different latency settings, assuming mirror has what unity's netcode default transport has, where you can set a "ping to simulate" with

Also do you figure they bake "occlusion cells" around the world rather than going for your example approach that uses raycasts?

I imagine it a bit similar to how unity does "occlusion culling", which won't result in an extremely accurate result I believe (such as near that door)

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