Why is anti-cheat always client-side?
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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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.