Why is it not more common to implement anti-cheat on the server instead of the client? Is that not more secure? Couldn’t the server just check what vision a player should have and not provide any other information to prevent wallhacks or maphacks? Or check how fast it is possible to move to prevent speedhacks? Aimbot is a bit harder to detect I guess but what about the other ones?

  • JeffKerman1999
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    10 months ago

    I remember a long time ago it was on the server side that the hits were registered not on the client side. It had a funny feeling because you would have to shoot where the target was going towards instead of shooting where the target was. And that was done with 24 players in a server

    • boletus@sh.itjust.works
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      10 months ago

      This is still the case for most games. Games have just gotten better lag compensation methods.

        • boletus@sh.itjust.works
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          10 months ago

          I think you misunderstood me, I meant that most games will handle the bullet simulation on the server, but you no longer have to pre aim because of lag compensation.

        • JeffKerman1999
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          10 months ago

          But if you overcompensate because of lag, the local machine will tell the server you missed all the shots…