How in-engine HighlightSettings outline glow works:
void SetPlayerGlow(CPlayer* pPlayer, bool isVisible) {
// Highlight context index inside HighlightSettings array
uint8_t contextId = isVisible ? 1 : 2;
// Context 1: Visible (Bright Green outline)
// Context 2: Occluded / Behind Wall (Cyan outline)
pPlayer->m_highlightServerContextID() = contextId;
pPlayer->m_highlightServerFadeInStart() = 0.0f;
pPlayer->m_highlightServerFadeInEnd() = 0.0f;
}Zero overlay overhead: the GPU renders the glow directly inside the game's post-processing pipeline!