I think you’re overthinking it. You don’t need to render every skin. You just need a box that’s the maximum bounds for that player model. Again, we’re talking really low poly wireframes.
These bounds are standardized across every client, so the server already knows this information.
So, especially with a standard box, the client would receive the coordinates of obscured player models for the centre of that box.
If 99% of a player is obscured, a player with a wall hack would get information a non-cheating player would not, with basically no processing or mapping needed to turn that into useful information.
Edit: FWIW I’ve had this exact conversation but where I was in your shoes talking to people who work in this industry, if it could be done it would be done
I think you’re overthinking it. You don’t need to render every skin. You just need a box that’s the maximum bounds for that player model. Again, we’re talking really low poly wireframes.
These bounds are standardized across every client, so the server already knows this information.
Games already do this with hurt boxes.
Ah that’s even more straightforward then
So, especially with a standard box, the client would receive the coordinates of obscured player models for the centre of that box.
If 99% of a player is obscured, a player with a wall hack would get information a non-cheating player would not, with basically no processing or mapping needed to turn that into useful information.
Edit: FWIW I’ve had this exact conversation but where I was in your shoes talking to people who work in this industry, if it could be done it would be done