> I suspect the answer to cheating will ultimately be big brother and hiding information from the client.
The speed of light makes this _marginally_ problematic to do. It is possible that a unit might move out of the fog of war, or out of cover, during the latency to the client (or between server ticks). You'd effectively have pop-in during some scenarios - but it would be minor and the net benefit would probably make it worth it.
I recall one of the MOBAs adding this during its lifecycle, HoN I think?
Their settled solution is still not perfect, hence still the need for client-side anti-cheat. The final video clip is definitely done to look effective than it actually is. Those positions are transmitted based on space, not time, and in a real game you'd be moving slower.
Mobas generally have a lower tickrate and simpler vision setups
Looks like they put in some effort. You will get better results by having this type of anticheat baked into the engine from the very beginning and requiring a GPU on the server.
What I had in mind is having a primitive physics simulation with point clouds (+ velocity smearing) for entities and geometries for surfaces. You will be able to to do many more checks this way.
The speed of light makes this _marginally_ problematic to do. It is possible that a unit might move out of the fog of war, or out of cover, during the latency to the client (or between server ticks). You'd effectively have pop-in during some scenarios - but it would be minor and the net benefit would probably make it worth it.
I recall one of the MOBAs adding this during its lifecycle, HoN I think?