Why is anti-cheat always client-side?

Cralder@feddit.nu to No Stupid Questions@lemmy.world – 69 points –

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?

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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.

God what a dystopian future. But you may be right, even for single player games.

Anti cheat for single player games is a silly concept that game companies are way too eager for

Ah yes. So frustrating how Nintendo keeps patching all the fun hacks/glitches in tears of the kingdom.

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I tried to set up Minecraft anti x-ray once And yeah it bogged down the server so hard

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