Comment by Thaxll

Comment by Thaxll 2 days ago

4 replies

This is not how it works, most games that take cheating seriously already have a gameserver where most of the gameplay logic happen.

Doing everything server side does prevent cheating.

maccard 2 days ago

Eventually you have to send data to the client and they have to send you back what they did. Assuming you’re running a game server with 240hz updates, on a 120hz monitor with no buffering, on a low latency connection in the same location to your data center, the absolute bare minimum amount of latency you can plan for is about 15ms from server to on screen, and back again) - 8 ms each way, 4ms for the server tick, and 5ms each way for networking. Now move 100 km from the server, or add in double buffering, and you’re closer to 50-60ms. That means at any given time you know there’s a deviance of between 0 and 50ms between your state and the clients - and a client can and will exploit that.

bangaladore 2 days ago

> Doing everything server side does prevent cheating.

No. Server side only protects against some types of cheats, such as telling the server that your bullet in an FPS is actually a grenade.

It cannot prevent snapping your aim to a target on screen.