Talking about shooters, in the traditional multiplayer setup input-to-display latency isn't actually a concern, because input-to-display doesn't go over the network at all. When you move your mouse, the display update loop doesn't contain a network roundtrip. There is only the concern of latency to the server for resolving which hits actually connect, and I agree with you that having this latency be roughly the same for everybody is probably quite a bit more important than how low it is.
With game streaming, the input-to-display loop does include a network roundtrip, which makes it harder to aim.
If you've ever tried to play a shooter with <15 fps, or suffered from the mouse input lag that some games used to have on Linux in the past, you should know what I mean: aiming with the mouse crucially relies on a feedback loop where you correct your hand movement based on what you see on the screen. The longer that feedback loop takes, the harder it is to aim.
That's what the concern is with competitive shooter play on game streaming services. (And it's why I wrote that other types of competitive games may not be affected as much, but it's been a long time since I've played a lot of games, so what do I know...)
If it creeps up into the 40's and 50's though, it will for sure.
Sample naive algo:
-Get a color range (RBG) of the enemy model's head.
-Take screenshot of screen and scan for pixel in that range.
-If match, get the x,y pos of that pixel.
-Set mouse(or controller) pos to that x,y pos.
-Click
E.g https://github.com/Dewep/POC-AimBot-Overwatch
The sample code worked well enough for Blizzard to forcibly take it off the internet.
However, for the aimbots, since you are sending your input to Google's servers, they could detect the input patterns of cheaters.
Isn't that exactly what happens today on a console or a PC?
1) Unless cross-platform play is forbidden or the game is exclusively streamed-only, the cheaters will just use a different platform and will still ruin your game the same old way. It's the cheater's platform of choice that matters.
2) Games are some of the least security conscious pieces of software out there [1], primarily written in C++. There are bugs, lots of bugs. Process-takeover enabling bugs. I'm sure Google sandboxes the game to protect their systems, however cheaters only need access to the game process to enable most of their desires. Yes this would raise the bar in how easy it would be to cheat. Average Joe Cheat Engine users would be gone, but more skilled cheat makers will continue business as usual and their released cheats will do the exploits hidden from the actual people doing the cheating.
Bonus: See this cute hack that injects flappy bird into Super Mario World. https://www.youtube.com/watch?v=hB6eY73sLV0
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[1] Even AAA developers are clueless about threat models. Games like Tom Clancy's The Division [2] and Fallout 76 [3] are multiplayer games that put extreme trust into the client. Trust that nobody would modify their script files, trust that the client is always telling the honest truth.
[2] http://web.archive.org/web/20170611084112/http://gafferongam...
[3] https://www.reddit.com/r/fo76/comments/9u71m1/get_ready_for_...
Similarly fishing and mining bots and the like for games like WoW would translate to repetitive farming type activity.
Arguably I think being in a browser window would make it easier to do.
Imagine building a REST API and not having to worry about request validation, sanitation, authorization, data scoping, etc. because you can 100% trust that the input you're processing is from your own client. Wouldn't that be perfect?