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I decided to take our client occlusion culling system and run it on the game server bey an alternative to doing ten raycasts.
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’s Fog of War system works because the game server withholds information about the positions of enemies until a client needs to display it. I knew if I could implement something like this for VALORANT
He emphasizes the importance of using utility and abilities aggressively to gain control and gather information.
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Reducing the number of objects sent to the GPU makes rendering a scene much faster. The problems I was having with Fog of War visibility were similar because:
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Our hyper-optimized Valorant aimbot factors in penetration, aim smoothing, distance-damage calculation and it also features a humanized component click here that allows you to hit every shot you make, without it locking to the same bone over and over again.
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