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?

  • yeehaw@lemmy.ca
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    11 months ago

    As far as I’m aware every action the client produces is reported to the server. If I push “w” the client tells the server “move forward X amount”. So as far as I’m aware, make most sense to have anticheat on the client side.