I don't understand how you lump my arguments into "extra latency". Server side anti cheat doesn't add latency (I mean technically it does, but that's not the concern right now), but latency is very much the reason for the downsides I pointed out. The smaller the margins, the higher the chance one of the two players doesn't see the other coming solmoothly around the corner, but suddenly materializing in full view.
Your examples illustrate that very well. It's OK for PUPG or Tarkov (and even there only long distances), but a hard for Valorant.
This example is contrived, and just the type of thing where there are a number of options available.
And now, instead of the irrelevant bucket, make the same argument for a relevant object - like a grenade, or tracers. You cannot just get rid of everything or implement random delays or randomized origins.
There is no kill-it-all solution, and this is a clever little re-framing of the argument by you where the new solution has to be perfect, when the status quo can just be mid.
It's not reframing. The original argument I replied to claimed these hacks only exist because the server sends everything, and it would be extremely easy to fix this. Neither of which is true.
It's tellingly ironic that for you it's totally okay to make a broad statement, then when being called out cut it back to "where relevant". And in the same sentence you make a strawman yourself, claiming that I'm acting like you are "talking about not having a game at all". If you want your arguments understood "where relevant", maybe show the same consideration.
As for the grenade and bullet examples I simply disagree. Given a certain observable trajectory it's freakishly easy to get a good enough point of origin to get an unfair advantage with that information. As for an example about the bullets, I believe there's enough FPS games with tracers out there. An extreme example would be Unreal Tournament Instagib matches. Where you see literally all tracers - directed at you or not.
Correct. Client side anti cheat can only make it so hard. Never impossible.
Yes, they said wall hacks would not exist if the server would only send what a user can actually see:
And that's not true. Wall hacks would still exist, as necessary information can be used to determine an enemies position. To a certain extend.
And yes, put to an unreasonable extreme it would eliminate wall hacks entirely. Just nobody would want to play such a game.
Have a good day.