2 ms·
> Trusting the client is necessary, because even a 10ms ping means that you're a frame behind, and nobody will play that. Your entire argument against this bei
by Spunkie 1y ago
> Trusting the client is necessary, because even a 10ms ping means that you're a frame behind, and nobody will play that.
Your entire argument against this being a possibility falls apart when you realize the simple fact that full 100% server side verification does not actually need to happen in real time, only close to real time.
Does it really matter that a server takes 10 minutes to realize something was invalid if the cheater gets caught and banned in the end? You can easily load the bulk of this processing to inbetween ingame rounds when they server is already not processing real time events or offload it to another server if it's still too intensive.