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?
It’s an interesting problem. If you render everything server side and just deliver a video stream to the client, like a GeForce now only tournament. That eliminates a lot of cheating vectors.
The issue then becomes ensuring you have equal latency to all the players. So no one person has an advantage. But you could add artificial latency in that circumstance.
There’s no getting away from the fact that in a distributed network, ordering of events and ensuring simultaneousness is difficult. Peakers advantage is a real thing.
Server side rendering and streaming, advantages: people only see what they’re supposed to see, the server has perfect registration of all activity.
Disadvantages: more latency for everyone, AI auto aiming is still an issue. Requires excellent networking for everyone