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by Dwedit
165 days ago
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Client still needs to know coordinates of opponents and other objects that could be in their view within the next 200ms, and once the client knows those, a cheating client can reveal opponent positions. You can't enforce that server side without adding huge mandatory lag to all clients. |
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EDIT: sorry, I completely misread your comment. You're right about the latency issue, but that's also an issue with client-side prediction implementations, which provide a small window in which all client packets are trusted, rather than just the latest ones (eg to be able to rewind when computing collision detection in a fast paced shooter)
The real challenge to solve is botting, which includes things like aimbots, macros the negate recoil, etc. It's basically impossible to solve this, regardless of operating system or hardware (eg external cheat peripherals)
I see it as a moderation issue, which is unavoidable. Just focus on building tools to help users report cheaters rather than try to automate the whole thing via flawed anticheat spyware, and missing out on potentially the next big PC gaming platform in the process.