3 ms·
Cheating is prevalent in some kinds of games precisely because you cannot send everything over the network and have the server be the only truth of the game. Fo
by ygra 10y ago
Cheating is prevalent in some kinds of games precisely because you cannot send everything over the network and have the server be the only truth of the game. For things like Civilization is trivial to have the server verify everything every player does, since latency is fairly irrelevant. For shooters where you get only 16 ms of processing (and data sending) time per frame, or even less (for 128 tick), this approach couldn't work. So they kinda already assume no one cheats because they have to. CSGO validates bullet hits server-side but that's about it (which means the client cannot just say 'the bullet hit there', something which in the past allowed cheaters to ignore bullet spread and recoil).