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?

  • JeffKerman1999@sopuli.xyz
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    10 months ago

    I remember a long time ago it was on the server side that the hits were registered not on the client side. It had a funny feeling because you would have to shoot where the target was going towards instead of shooting where the target was. And that was done with 24 players in a server

    • boletus@sh.itjust.works
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      10 months ago

      This is still the case for most games. Games have just gotten better lag compensation methods.

      • undetermined@lemmy.world
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        10 months ago

        Pre-aiming hitscan is an ancient workaround by players for bad networking. Lag compensation fixes that. This basic problem has been overcome long time ago and is not present anymore in “most games”.

        Pre-aiming projectiles is a basic fps weapon mechanic but has nothing to do with networking. However, it might be influenced by the networking logic by e.g. by increasing or decreasing a delay after shooting to compensate for certain ping values. This depends on the engine the game implements.

        • boletus@sh.itjust.works
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          10 months ago

          I think you misunderstood me, I meant that most games will handle the bullet simulation on the server, but you no longer have to pre aim because of lag compensation.