Good explanation.

Does this have anything to do with how player locations at least used to be sent a few times a second even if they were absolutely not visible?

On 5/14/2015 7:23 PM, Moritz Uehling wrote:
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] <mailto:[email protected]>> wrote:

    An optionalupdate for CSGO servers version 1.34.8.3 has been
    released.____

    Server version 181by default enables PVS for all enemies beyond
    distance specified in “pvs_min_player_distance” convar.____

    __ __


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