> However, anti-cheat software tries to counter many cases that can be solved by better implementations (e.g. servers that send very limited information to the client).
And now you can't provide client-side prediction between packets, so you get movement stutter all over the place instead of occasional updates and you get somebody popping into existence because they were behind a wall occlusion on your last packet and you've now strafed into line-of-sight. And they got theirs before you did, so you're dead.
Winning, winning result.
Consider perhaps that the people making this stuff aren't stupid and would try such obvious things if they were practical.
And now you can't provide client-side prediction between packets, so you get movement stutter all over the place instead of occasional updates and you get somebody popping into existence because they were behind a wall occlusion on your last packet and you've now strafed into line-of-sight. And they got theirs before you did, so you're dead.
Winning, winning result.
Consider perhaps that the people making this stuff aren't stupid and would try such obvious things if they were practical.