In video games, AI vision tends to consist of three things: A distance check, an angle check, and a raycast check (performed in that order, for efficiency). This isn’t the way human vision works, and this yes/no version of vision becomes part of the gameplay, whether we mean for it to or not.
Vision Zones are here to mitigate that! The idea behind vision zones are that whilst we still have those three basic checks for vision, we have much more nuanced checks once we determine whether the object is seen or not. These nuanced checks will give us just how much they’re able to be seen, and we can order our AI to move based on this.