Earlier quoted context omitted.
I understand that but it feels like there's a lot of focus on client-side anti-cheat while cheats that should be trivially detected server-side still exist (like flying through the air in a game where that shouldn't be possible). Plus, there seems to be a lot of focus on client-side anti-cheat when a lot of it could be addressed server-side: > For example an aimbot that steadies your cursor on someone’s head or dodge…
Humans can and do in fact do all the things you suggest. False positives are generally to be avoided, and mitigations for reverse engineering are still required (anti debuggers, anti dll injection measures). All the stuff mentioned like not sending positions of people who aren’t visible are typically already done, but sometimes the position is needed for reasons you don’t understand. Like some gameplay ability to sud…
The problem is that I don't know what I don't know, so I can't directly ask it. The best thing I can do is to present the flawed results of my current understanding so that somebody more knowledgeable (such as yourself) can tear them apart and show me what it is that I'm missing.
> False positives are generally to be avoided
This sounds like the biggest difference to me. Generally in my limited experience in handling abuse on web platforms, the value of a single user is so low that a false positive doesn't really matter too much.
I suppose when it comes to games, each user represents a ~$60 investment and potentially a lot of time and emotional investment, so a false positive can't be so easily tolerated and there's an incentive to go to extreme ends (like intense client-side validation) that wouldn't make sense for say Twitter likes.