Earlier quoted context omitted.
> Stock Minecraft Server hardly tries to prevent many of the hacks. It would require stuff like server-side chunk culling, which doesn't jibe with the way Minecraft is designed. However , there's nothing stopping a new game from being designed like that. I named Minecraft because it's fundamentally flawed for server-side anti-cheat (you're limited by a client that requires a lot of theoretically-unnecessary informati…
> However, there's nothing stopping a new game from being designed like that. Modern games do network culling. UE4 supports it out of the box. The _millisecond_ that information is replicated to the client, (which has to be before the client views it on screen to allow for hardware latency), a cheat will have access to it and will be able to act on that information. Even if you have the fastest monitor known to man,…
Cheating players are statistically distinguishable from really good non-cheating players most of the time – and when they're not, we're at the level of cheating where it's unlikely your anti-cheat will help, because they'd just fork out the €50 for cheating hardware.