Re: Easy fix for Cheaters, this will solve everything.
To some of you saying it's possible to have a "perfect replay"...
Yes and no, you can have 1:1 replays within reason by upping the tickrate of the servers.... or having a client side replay being recorded for the suspected player, which is never EVER going to be secure.
Someone else on here mentioned low tickrate (or specifically low amount of data points) and he is perfectly right about this..
Running 20 tick servers means you are essentially recording 20tick demos/replays as a result, even if you do client side replays on your end you are seeing opponents being sent at 20tick (and you have interpolation/antilag delay on top of this).. interpolation is used (and would be used for demos as well) to smooth this out or everyone would be stuttering across the screen.
Others have mentioned cs on here as well, which pretty much means they are talking about HLTV (or local demos as mentioned above).. both are subject to the server tickrate as the clients are sending roughly 20tick anyway.
And even if you were using something like HLTV (which is basically a proxy server, simulating a client) you are going to end up with the exact same problems, on top of being massive resource hogs (unless you are limiting the proxy tickrate to counter this as you are ignoring PVS i.e the players you can see and sending all positions at all times which is intensive as hell... and in the end ultimately defeats the point).
The only way you are going to effectively (or as effectively as you can) combat cheats is to go the way of valorant with a very invasive kernel level anticheat... which opens up a whole other discussion about trust and security.