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Is serverside anti-cheat too difficult?
(programming.dev)
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Client side is cheaper. Vastly cheaper
Server side, it needs to essentially run the same game client for every single player to ensure that what the client is telling the server is actually possible, and to cull unnecessary detail.
Whereas transmitting everyone's position to everyone allows the client to do their own culling (or not, in the case of a hacked/cheat client).