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Re:Fast-Paced Multiplayer (Part I): Client-Server Game Archi... by Sohcahtoa82 on Tuesday October 26, 2021 @07:39PM (#29007834)
https://youtu.be/2Gn2Sixr5Wk

IMO, This is clear-cut evidence that PUBG uses (or perhaps, in the past used) client-side hit checks. Notice there's not even bullet travel time. Just "pop pop" and a target that isn't in sight and never was inside instantly dies.

Re:Fast-Paced Multiplayer (Part I): Client-Server Game Archi... by blibble on Tuesday October 26, 2021 @07:56PM (#29007984)
pretty much every game since Half-Life's patch in 2000 uses client side hit detection for hitscan weapons

a few do client side prediction for projectiles too (Overwatch notably)