Correct. In Maptool, I disable auto-exposure of FoW and use a manual "Expose Sight" method to control for accidental exploration. Further, I disable the drag-n-drop method of token movement (in combat) and have my players use a custom clickable movement pad so that steps are more tactical and things that can happen with each step can unfold. For example, if a player takes 3 steps and sees a bad guy, they can make a decision based on seeing that one bad guy. If they drag-and-drop 6 steps and see 6 bad guys because of a more advantageous viewpoint, you get into this meta where they want to back up 3 steps, retroactively get back movement, and pretend they're making a decision on the single bad guy and not the 6. Un-restricted movement in a fully automated vision/light system does lead to spoilers... so tools to control the game accordingly (and the the gamer's preferred level of meta) do need to be available.