PVS = Potentially visible set
When building a map it's splitted into parts. Each part is a "visleaf"
(visibility leaf, as in leaf of a tree).
And after the map is split up it calculates which visleaf is visible from
which visleaf from any point in the visleaf.
So I guess what the algorithm does that it takes the
nearest pvs_min_player_distance visleafs to your current one, and sends
players that are visible from any of them.
Because the game can't predict which moves you'll make - if you move
slighly left and suddenly expose someone, you don't want them to start
popping up on your screen. However, if the enemy moves the server knows it
since it sends you the correct player position.
So you'll never ever ever miss someone crossing, but if you lag and strafe
around corners worst case is that you see people popping up.
On May 15, 2015 12:41:00 AM Michael Valentine
<[email protected]> wrote:
Just to clarify if I need to do this prior to our event starting tomorrow,
what is PVS?
Michael
On Thu, May 14, 2015 at 11:28 PM, Vitaliy Genkin <[email protected]>
wrote:
> An optional update for CSGO servers version 1.34.8.3 has been released.
>
> Server version 181 by default enables PVS for all enemies beyond distance
> specified in “pvs_min_player_distance” convar.
>
>
>
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