SteamOS is on the verge of huge growth to its player base with the Steam Machine's arrival, and that's why this one factor can't be ignored by game developers.
You can technically implement client-sided anti-cheats (as in, anti-cheats running in one client to detect another client’s cheats), although that is trickier than server-sided anti-cheats for sure (for instance, aim and movement checks are much easier to implement client-sidedly than lag checks).
You can technically implement client-sided anti-cheats (as in, anti-cheats running in one client to detect another client’s cheats), although that is trickier than server-sided anti-cheats for sure (for instance, aim and movement checks are much easier to implement client-sidedly than lag checks).