Do what Netflix did and run servers at ISPs (or at their providers or Cloudflare points).

It's kind of weird that we still don't have distributed computing infrastructure. Maybe that will be another thing where agents can run near the data their crunching on generic compute nodes.

If me and my roommate are both playing against each other on a server less than 10ms away, in the normal scenario at 60fps there is still ~60ms between me clicking and it appearing on your screen - and another 60ms before I get confirmation. Now add real world conditions like “user is running YouTube in the background” or “wife opens instagram” and that latency becomes unpredictable. You still are left with the same problems. Now multiply it by 10 people who are not the same distance from the ISP and the problems multiply.

To quote the parent comment:

> The general simplistic answer from those who never had to design such a game or a system of “do everything on the server” is laughably bad.

What does that have to do with solving the problem?

Sorry to day this, but I don’t think you understand how any of this works. Whenever someone’s proposed “edge computing” as a way to solve trust problems, I know they are just stringing together fancy sounding words they don’t understand.

What “Netflix did” was having dead-simple static file serving appliance for ISPs to host with their Netflix auth on top. In their early days, Netflix had one of the simplest “auth” stories because they didn’t care.

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There's different levels of cheating. We can avoid the worst cases by not putting the game state/Netcode in the users computer which basically makes it like an X Server.

It would add some latency but could be opt-in for those that care enough for all players in a match to take the hit.

All the games that use kernel anti cheat have the simulation running on the server.

You can't make a competitive fps game with a dumb terminal, it can't work because the latency is too high so that's why you have to run local predictive simulation.

You don't want to wait the server to ack your inputs.

> All the games that use kernel anti cheat have the simulation running on the server.

There's an exception with fighting games. Fighting games generally don't have server simulations (or servers at all), but every single client does their own full simulation. And 2XKO and Dragon Ball FighterZ have kernel anti cheat.

Well I'm just nitpicking and it's different because it's one of the few competitive genres where the clients do full game state simulations. Another being RTS games.

Go play the original Quake (not QuakeWorld) online and you will soon realise why games realised that concept was flawed as soon as it was implemented.

It works fine for LAN but as soon as the connection is further than inside your house, it’s utterly horrible.