Comment by kamranjon
Comment by kamranjon 2 days ago
At this point - you would think that cheaters could be detected on the server side by either training a model to flag abnormal behavior or do some type of statistics on the movement patterns over time - is a client-side anti-cheat really required?
Many forms of cheating revolve around modding the game locally so that certain textures can be seen through walls, so you always know where opponents are. So you aren't breaking any laws of physics, you are just able to make much better tactical decisions.
The obvious solution would be, just don't send data to the player's client about enemies that are behind walls. But this is a surprisingly hard thing to engineer in realtime games without breaking the player experience (see: https://technology.riotgames.com/news/demolishing-wallhacks-..., and then notice that even in the final video wallhacks are still possible, they're just more delayed).