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Re:Fast-Paced Multiplayer (Part I): Client-Server Game Archi... by magicalhippo on Tuesday October 26, 2021 @09:31PM (#29008618)
From my recollection, the primary issue is, or at least was, consoles. Sony and Microsoft required the games to allow players to have ridiculously high pings (several hundred ms).

If you play a first-person shooter with 300-400 ms ping and the game uses server side hit detection, you're not going to have much fun.

By moving to client-side detection, players hit what they "should hit" from their perspective.

At least that's how I recall it from when COD and BF moved to client-side hit detection.

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