Server side anticheat can’t detect lot of client side anticheat. Ideally you want to have both, if you want to catch most cheaters. One is not a full replacement for the other method. Local anticheat has the advantage of being much cheaper for the developer / publisher.
Depending on the implementation, client side anticheat isn’t needed at all. Take the game Speedrunners for example. There is zero need for the server to do anything other than accept player inputs, process them, and return them to the clients.
So if coded correctly, where the server trusts nothing and does the math itself, it is impossible to cheat while having zero anticheat on the client.
And that’s without there being any additional cost.
Unfortunately we are in the minority. Most people don’t know the difference or even care. So like with physical media, they only care about the majority.
Server side anticheat can’t detect lot of client side anticheat. Ideally you want to have both, if you want to catch most cheaters. One is not a full replacement for the other method. Local anticheat has the advantage of being much cheaper for the developer / publisher.
Depending on the implementation, client side anticheat isn’t needed at all. Take the game Speedrunners for example. There is zero need for the server to do anything other than accept player inputs, process them, and return them to the clients.
So if coded correctly, where the server trusts nothing and does the math itself, it is impossible to cheat while having zero anticheat on the client.
And that’s without there being any additional cost.
That’s all well and good, but a smash brothers clone is very different to CoD or Battlefield in this regard.
Client side anti-cheat is absolutely needed in FPS/TPS. Without it, server side anti-cheat would have to do far more and quietly be much harder to do.
Those types of games are usually made by AAA studios. They have the resources to do server side anticheat despite it being more involved.
You need both. It’s much easier to detect cheats on the client side, ones that would never get picked up server side.
It’s more costly to the developer when I dont buy their kernel AC game.
Unfortunately we are in the minority. Most people don’t know the difference or even care. So like with physical media, they only care about the majority.
Sure, in the grand scheme of things, but per user, not getting $70 from me costs them more.