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?

  • LordOfTheChia@lemmy.world
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    7 months ago

    Also, server side anti-cheat computation costs the gaming company money.

    Though you’d think some forms of cheating would be computationally inexpensive to detect, like teleporting and such.