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Player A: Ping 60
Player B: Ping 100
If player A peeks around a corner they will immediately see player B on their screen regardless of ping or actual world position on the server so long as the last position update put them in line of sight.
Player B will see player A in roughly 1/2(player A ping) + 1/2(player B ping) = ~80ms.
When player A executes the command on their client it takes ½ of their ping for that command to reach the server, and it takes player B ½ of their ping for the server to update player A's position on their client.
Lets brain storm some available solutions.
Fade in:
Delay full visibility of players in relation to ping. Player B would gradually appear less transparent over the course of ~80ms in reference to the example above. This has some pretty obvious flaws.
Invulnerability:
Delay damage in relation to ping. Needs no explanation. This has some pretty obvious flaws.
Transparent edges.
All geometry such as walls, windows, holes, etc. has slight transparency (x distance from the edges) that allows players to see through them. Would slightly help normalize the reaction advantage. Although player A would still see player B first through the transparency, but they would still need to clear the edge which grants player B a few milliseconds. This has some pretty obvious flaws.
Every possible solution will have its own set of flaws. The only question is are the flaws less detrimental than the flaws that already exist with peeker's advantage.
What other solutions are there? Saying there are none is incorrect.
That's not how it works