In this article, we will explain how we managed to achieve such a result, and how it will affect the game.
Spotted vehicles will have a harder time crossing short, open areas, since they will be immediately displayed on the screens of their opponents. They will have to either perform active manoeuvres to make it difficult for the enemy to target them or choose a different route.
Changes in Update 9.16
Achieving this improvement to the spotting system required solving two problems: firstly, how to rework the server calculations and, secondly, how to speed up the display of spotted vehicles in the game client.
Our server programmers re-wrote the visibility-system code, keeping all previous operating rules. The transfer to a more effective programming language allowed them to reduce the server load and increase the performance of the visibility system. In other words, the system started working more effectively while using the same rules and consuming less resources.
Detection Check is a server request that determines whether an enemy vehicle is within the visibility range and whether it can be spotted. The visibility check is performed constantly, with its interval depending on the distance from the enemy.
Client-related improvements have saved about 60–70% of the time required to render a vehicle model. Now, when entering a battle, the vehicle models and map objects are all loaded in together. This solution allowed us to reduce the rendering time upon spotting as well as the possibility of “freezes” when enemy vehicles are spotted.