What? The current PC gaming model where things run on a machine controlled by the user is fundamentally against solving the issue of cheats. You can't prevent everything server-side.
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It's not about prevention, but detection.
I'm not sure what point you're trying to make but in this context there is no difference. If you know someone is cheating, you prevent further cheating by banning them.
Now I'll ask: how do you detect someone wall hacking automatically? No human review and no false flags. Go!
> If you know someone is cheating, you prevent further cheating by banning them.
If you think it's statistically likely that someone might be cheating, but you're not sure, you can matchmake them with other people who might be cheating.
That seems flawed as you would punish people who are playing well. Statistics are great, but you'd inevitably match legitimate players with misfits, ruining their experience.
A prevention model would be like the xbox where technical measures are used to prevent user code. A detection model is server side and detects anomalies for bans.
> how do you detect someone wall hacking automatically?
You don't tell the client the location of anything they can't see.
This doesn't work well in real time games. The client needs to know another player is on the other side of that wall so it can
* Play sounds from their actions * Actually be able to render them when either player comes around the corner without them obviously materializing out of thin air.
Far easier said than done
and it is a cat and mouse game between cheat and game devs