Unfortunately they are not doing lazy loading of loose loot and containers (including player/scav), so ESP is extra powerful in this game. But since Tarkov has complex maps there's little point in trying to hide players that are not visible, CSGO and Valorant are the only FPS games that does this but they also have simple and small maps with fewer players. So player-ESP and aimbot will most likely always be possible as long as you can bypass Battleye, so instead of cheaters rushing for loot they can see you might just go and kill you.
I once heard of a game that instead of banning cheaters, isolated them together in a separate bucket. Cheaters could still play… amongst themselves.
[0] - https://www.pcgamer.com/fall-guys-once-had-a-secret-cheater-...
What I'm describing is so-called rollback based netcode, the server should always keep an canonical state and deviating from it is at a clients peril.
- Aimbots is a problem regardless of state it, as long as you can see/shoot at it then aimbots can exist, stopping that is a separate issue.
- On ESP/Wall hacking you're right, it can be an issue
- Full snapshot/heap shipping as emulators and Kettlewells WASM sample is hard to patch here.
- an DoD ECS grounded design like Ambient could selectively withhold entities (ie out of sight), however I think for starting development it shouldn't be an initial worry as long as you don't design yourself into a corner in such a way that it's impossible to implement later.We've had generations of games that was built as webs-of-objects (and popular engines that still default to it), and yes, adding and maintaining netcode with that is like pulling tooth because you need to manually keep track of so much.
This puts netcode mostly as an automatable task with clear default rules, stuff like hiding players/entities out of sight becomes filters (in the same way as not updating far-away stuff).
It was very well made but had a couple of power balance issues, which is it bo expected.
The problem was that it didn’t get its network code right from the very start. After a fun honeymoon period that was way too short, we would see cheaters all over the place. Not even “just” wallhacking but also teleporting around and dramatically increasing gun RPM.
This sucked out the whole fun in just a few days. My friends and I never played again even though they might have fixed it down the line.