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by quacker
3025 days ago
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I have a few reactions here: 1. Why should Epic go and reimplement anti-cheat that you can grab off the shelf? 2. A big part of limiting cheating comes down to the specific game design and implementation. You need a server implementation that is as distrusting of clients as possible, you need secure (networking) code, etc. Anti-cheat is not a cure-all. 3. Even without anti-cheat, Unreal Engine is still well-used by tons of single-player video games. I don't see it "unraveling" regardless. |
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Unfortunately that's just not realistic for a large category of games. If you can trust the clients to some degree then you can really really offload a lot of server work. It's not feasible to process user's mouse input on the server in an FPS for example. Not just from a server load standpoint but from a latency standpoint.