Why is anti-cheat always client-side? - eviltoast

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?

  • idunnololz@lemmy.world
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    11 months ago

    Adding at least $5 a month to a game subscription is expensive considering a lot of them are 10-15$/mo. Note that this isn’t just GPU expensive. You also need to calculate game logic on the server too which can also drive up CPU and ram expenses. This is not to mention that a lot of popular online games are freemium and will stand to lose a lot of players if they start charging a subscription.

    Another way to word it is that the freemium model is incompatible with server side rendering.