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?
Every time you double your servers’ cpu usage, you’ll double your server cost as well. If it were cheap I bet more companies would actually consider doing this.
The ultimate server-side anti cheat would be running the online game like Stadia where the players basically stream the game, which is very expensive to run today but might be the norm in the far future.
Endorkend@kbin.social 11 months ago
Doing anti cheat on the server can only check for symptoms of cheating.
Doing anti cheat on the client can check for tools, attack vectors and the actual method of cheating.
LordOfTheChia@lemmy.world 11 months ago
Also, server side anti-cheat computation costs the gaming company money.
Though you’d think some forms of cheating would be computationally inexpensive to detect, like teleporting and such.