Explain. Throwing money at an unfixable problem doesnt magically make it fixable. Any conceivable piece of anticheat software or hardware can be circumvented as long as it is running clientside.
Even if you fully controlled the computer running the game, there are already external cheat system that use the video output to give you aimlock by taking control over the input devices.
You’re talking about running everything other than graphics rendering (not graphics compute mind) and UI input server side, including physics?
Apart from the fact that this would be inherently expensive as you mentioned, it would also require extremely fast internet with extremely low ping or jitter.
It would also not prevent aim botting, bots in general, or input related exploits like macros and “turbo mode”.
I’ll just reiterate what they said. There is no such thing as a perfect anticheat. It is impossible.
Nah you just do heavy statistical analysis on data that already gets streamed from the client.
Here’s a better explanation than I could provide:
https://www.i3d.net/ban-or-not-comparing-server-client-side-anti-cheat-solutions/
What they could do is set a player surveillance system that tracks game by game averages on hundreds of different metrics like critical hit accuracy and prehit mouse acceleration and compares them to a baseline and any time any player stat moves past the average the system will increase their scrutiny level and perform more advanced analysis on them.
Another thing that could happen is the server could submit ghost data to suspicious clients and honeypot the cheat software into reacting to it.
You could also train an ML model on your game to watch highly suspicious players.