Okay that’s fine, but when websites are effectively writing
if user_agent_string != [chromium]
break;
It doesn’t really matter how good compatibility is. I’ve had websites go from nothing but a “Firefox is not supported, please use Chrome” splash screen to working just fine with Firefox by simply spoofing the user agent to Chrome. Maybe some feature was broken, but I was able to do what I needed. More often than not they just aren’t testing it and don’t want to support other browsers.
The more insidious side of this is that websites will require and attempt to enforce Chrome as adblocking gets increasingly impossible on them, because it aligns with their interests. It’s so important for the future of the web that we resist this change, but I think it’s too late.
The world wide web is quickly turning into the dark alley of the internet that nobody is willing to walk down.
Servers often don’t send player data that is outside of the immediate area of the player, but they have to for enemies that are nearby. If they walk around the corner and your client didn’t know about it, then you’ll be waiting for your ping time to even render the enemy. I.e. they walk around the corner and already shot you, then you see them suddenly appear a full players width away from the corner, and you die. Aka peekers advantage amplified.
Same deal with footstep sounds, bullet tracers, a player’s shadow, etc. Your client needs to know where all this is coming from and it can’t do that if it doesn’t know the enemy exists and where. And that is a buffer zone for hackers to derive wall hacks from.
So basically, the overwhelming majority of servers do do all those things, since the late 90’s. Hacks tend to work within those bounds. The most common, impactful and hard to detect cheats are based on providing perfect mechanical inputs. Aka aim hacks. Nothing about limiting info from the server can prevent that unless you also want the legitimate player to be unable to see their enemies.