Why is the server to server latency going to be less than the ISP's natural routes?
Yeah but I believe they mostly do that with client-side rendering using the graphics card, and then reconciling that with what the server side "thinks" things should look like.
That sort of thing wouldn't be possible if you're just working with a video stream.
Furthermore, approaching the endpoint as a dumb video terminal is very limiting, almost any real time 3d game will have visible latency on almost any internet link. At the very least, mouse movement needs to be local, menu navigation, ideally also panning in response to user input. That means some game state will be available for a cheat.
The problem is then that the state available to the client (like position of entities) is easily accessible in memory unless you implement some of the countermeasures they describe.
Streaming (as video) makes this harder as you'd then have to rely on visual information only. While this of course is also solvable using CV, it's a lot harder than looking at memory directly.
Not a problem for my project. If you can't see it, the server isn't sending you anything.
Identify enemy player's head, move mouse, click.
Now 1) You've motivated the cheat-writing community to try and imitate very good human players, but no better. 2) Your game's mechanics de-emphasize the style of play that would've made aimbots op, making it just a player choice.
Also, not everything has to be an FPS.