well this problem plagued the performance of a lot of MMO's, where the engine would render things that were normally occluded. I know that units and buildings in SC2 have an occlusion height, so if your map uses the standard fog of war then it might help if you used occluder heights and eye heights on your units. How it works is basically:
if unit A has eye height < unit B's occluder height, then unit A cannot see behind unit B
if unit A has eye height > unit B's occluder height, then unit B doesnt block A's LOS
but since all game data (including units inside the fog) is stored client-side and not server-side, the engine will store and may try to render anything within the screen bounds even if it is not actually visible