If you mean they can implement a fully server-side anti-cheat without compromising gameplay experience and without requiring the player to have a super-duper fiber connection with 5ms ping to the game server - no. They certainly can’t do it, not for fast-paced online shooters at least, not in this day and age.
Will I see enemies behind the corner instantly, or do I have to wait for round-trip time for the server to acknowledge that I stepped out of the corner and tell me where the enemies are?
Can this happen in the game you make? If yes, do you consider this a vulnerability?
1. There is no such thing as perfect anti-cheat solution with today’s resources. Even client side rootkit based solutions can be overcome.
2. My solution completely eliminates wall hacking at 90% of the cases, same can’t be said for the rootkit anti-cheat solutions.
3. Game can be designed to put corner campers to disadvantage. But honestly no need to think extremely deep about such cases, you would first release the game then check the player complaints about wall hackers. If it is a major issue then you can implement a double ray-cast solution for most reported players, use correct size wall for their ray-casts and ban them statistically. Even if you can ban players accidentally it wouldn’t be a huge portion of your player base.
It is true that there is no silver bullet. Anti-cheating solutions are all about compromises. Ring-0 anti-cheats are just another compromise that enable anti-cheat developers to scan for cheats efficiently, with some risk of privacy abuse added (and not as big risk as some may think - I believe Microsoft would revoke driver signatures from any anti-cheat developer that tried doing shady stuff, after which the developer would go bankrupt, most likely). This is not a compromise that most of HN would take, but I don't see a problem if users are well-informed about the risks.
False-positive bans of legitimate players can become a legal liability, especially for users that paid real money for the game.
(I agree though that low-level anticheat also doesn't 100% solve cheating, and causes lots of problems for legitimate players. Just that cheating is always going to be a game of cat and mouse)
You don't need a hack for this; the whole point[0] of having footstep sound effects is that the player can detect the location of the audio sources playing footstep clips.
Edit: 0: well, and ambiance, but if your ambiance is impacting your tactical considerations, that's a game design issue in and of itself.
Whatever type of anti-cheat you want, you can implement it at server-side with today’s hardware capabilities. However, that would increase server requirements and bandwidth considerably, and as companies don’t want to pay for that they install rootkits to people’s computers.