The square resolution is indeed a lag issue as well as a render issue. Currently I am achieving this using decals which are limited to rendering 4096 in game at a time. Additionally lag issues with checking units around each decal the more you have with the finer resolutions.
Currently squares are revealed based on if a unit is within a certain range of the center of the square. I am trying to use the vision radius however there are lag issues with computing this for every unit at the moment.
Working on hiding the resource markers.
I haven't yet tested with another player yet but hopefully will work with no desyncs. The other player in the video is AI.