Tested with 63 bots.
zs_transparencyradius n does cut down client animations a lot.
However, there are issues where in certain circumstances, the client is still processing client animations, which if solved would improve client performance.
Area portals only cut off a tiny bit from client animations (I closed the area portal for purposes of testing)
Going outside of the map/out of pvs cuts down on client animations cost considerably.
Test 2
Spawned 63 Human bots.
Stripped them.
zs_transparencyradius 2048
Slayed them, see the animation cost.
Animation cost looking away from the dead humans.
To see what is actually happening, I had to install an addon, hitbox renderer, it shows that the player bot is still playing the last animation it was looping before it died.
I tested the same, with zs_transparencyradius 2048, the issue is the same there in regards to animations.
It's safe to assume the following, the last animation that was played is always looped and:
Does not stop if the player is alive and culled from an area portal/zs_transparencyradius.
Does not stop if the player is dead, they appear to be restricted to the render bounds.
Update: Engine issue, also happens in other gamemodes. https://github.com/Facepunch/garrysmod-issues/issues/3498
Test 1
Tested with 63 bots. zs_transparencyradius n does cut down client animations a lot. However, there are issues where in certain circumstances, the client is still processing client animations, which if solved would improve client performance.
Area portals only cut off a tiny bit from client animations (I closed the area portal for purposes of testing) Going outside of the map/out of pvs cuts down on client animations cost considerably.
Test 2
Spawned 63 Human bots. Stripped them. zs_transparencyradius 2048 Slayed them, see the animation cost. Animation cost looking away from the dead humans.
To see what is actually happening, I had to install an addon, hitbox renderer, it shows that the player bot is still playing the last animation it was looping before it died.
I tested the same, with zs_transparencyradius 2048, the issue is the same there in regards to animations. It's safe to assume the following, the last animation that was played is always looped and: