3 ms·
Don’t know about “all state”, but consider that the graphics are rendered client side, where the polygons are loaded into the GPU. The GPU checks for occlusion
by brookst 4y ago
Don’t know about “all state”, but consider that the graphics are rendered client side, where the polygons are loaded into the GPU. The GPU checks for occlusion and renders what’s actually visible. The GPU is also responsible for shadows and reflections, both of which can come from offscreen or occluded objects.
For that to work, the client needs to know at least where every player / model / polygon is within some range and field of view.
As fast as the game moves and as much freedom as players have to change their position and heading, it’s likely that everything anywhere near the player is computed and sent to GPU.