Getgud.io is able to autonomously model a game's physics, from server side data that all FPS or MOBA multiplayer servers already have (events such as player position, attack, damage, heal, spawn, death, etc.) and by leveraging AI, observe every in-match player movement and behavior, detecting things like aimbot, aim snaps, speed hacks, rapid fire etc.
As an example, Getgud.io creates detailed weapon specs, such as kill-cone, rate of fire, effective range, spread, and more. When these parameters are breached, the cheater is detected.
We also tackle more elusive behaviors like player snaps, linear movements, wall hack, wall pass, speed hacks and aim anomalies. If a human can detect suspicious play, our algorithms can too - often catching things even experienced players might miss.
Antic-heat software has to go through many hoops, installing itself at the kernel level, and yet, some cheats still by-pass it.
How would a server-only approach be more accurate?
Or the goal is not to compete with VAC,EasyAntiCheat, but to provide something that works better than no anti-cheat?