Rendering and colliding/existing are two different things. So I'm not sure what you mean by FOV.
This is a potential problem with the RVTCS. (Things outside a certain range of the player don't exist at all, and therefore, couldn't collide with things).
However, with normal, level placed things, this would not be a problem. The things would still exist, and therefore, JK would still find whether they collide or not (Even if they aren't being rendered.
(This effect does actually exist somewhat anyways, due to lag. I've seen rails fired which appeared to miss their target (fired by others), yet someone falls dead.
) This is because on the comp of the person who died, they did get hit. While on the others it seems that it missed. (FireProjectiles creation is synced, but not their effects (collisions, etc)) (The evidence of this is just in normal game, fire a rail at a running person, you see it explode hitting them, yet they get no damage, cause on their comp, it missed them...)
(I do understand Friend14's particular point, I'm just trying to point out, it's rather limited, and there are many, many useful possibilities for this patch, over RVTCS. Nor am I putting downthe RVTCS.
It's not so much external architecture, as solely 3do-based levels (ie, no sector architecture).)