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?
Doing anti cheat on the server can only check for symptoms of cheating.
Doing anti cheat on the client can check for tools, attack vectors and the actual method of cheating.
Also, server side anti-cheat computation costs the gaming company money.
Though you’d think some forms of cheating would be computationally inexpensive to detect, like teleporting and such.
Anything server-side can be done by other clients. Still impacts your resource usage - but it doesn’t require the game to crawl up your OS’s butthole and interrogate its tonsils.