As someone that has played CSGO recently, it's still normal to come across cheaters. Server side cheat prevention is preferred when possible, but there are just too many opportunities for client side cheating in multiplayer FPSs. You can't prevent the client from auto-aiming or knowing the enemy player position behind a nearby wall. If you do not stay on top of cheating, cheaters will ruin your game.
>You can't prevent the client from auto-aiming or knowing the enemy player position behind a nearby wall
Valorant and Edan.gg's defender [1] has the best fog of war system I've ever seen. CSGO has probably the worst; in fact, at one point, the game had NONE and sent player pos's to everyone at all times.
I completely agree, but there are a lot of server-side mitigations that haven't been nearly as explored as I'd hope.
I'm a little skeptical that that's the case. When I cheated in CS:GO years ago (1856 days ago in 2016), I specifically remember being unable to see where people went at the beginning of the round, and sniping double-doors on dust2 showed people only when they were about to pass by the opening. This was on official competitive servers, so maybe you only mean self-hosted servers don't have FOW.
Another source engine cheat dev here. Source has had dormant entities at long ranges in culled-off areas [sectors of the map demarcated by func_areaportal] since... as long as I can remember.
Your cheat couldn't see those players because the server was doing a very cheap and primitive visibility calculation, deciding the player entities are dormant for you, and choosing to not send you the data for them.
This is different from the later-enabled player PVS system, which does more expensive ray casting once you get a certain distance away, which cut down on wallhack cheats a lot more [although they are still very useful]
Would an anticheat work if you did the opposite of this? Send the client random movement data above and behind them and if they spin and shoot towards it instant permaban forever
Random wonder. I have no idea in or around anticheating, please do feel free to shred it as an idea to pieces
I mean, it has fog of war, yes. It's not as good or strict as it could be. I have seen discussions with the devs and they say that if it is more "strict" (ie hiding player positions until they are closer) would be more taxing on CSGO servers, AND would screw with high ping players (they would experience pop-in).
I'm not a CSGO player, but I assume you also have to be able to play e.g. footstep sounds for someone coming up around the corner, so you at least need to send the info that someone is nearby.
You can track statistics of players aiming at same spot in enemy model every time, looking directly at other players behind obstacles outside sound range, you can send probes with bogus player position data behind a wall from suspect player and analyze reaction.